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GdUnit3 - Unit Testing Framework icon image
NullPointer
GdUnit3 - Unit Testing Framework

GdUnit3 is a framework for testing Gd-Scrips/C# and Scenes within the Godot editor. https://mikeschulze.github.io/gdUnit3/Features- Write and run tests in GdScript and full C# testing support- Embedded test Inspector in the Godot to navigate over your test suites- Run test-suite(s) by using the context menu on FileSystem, ScriptEditor or GdUnit Inspector- Create testÒ€ℒs directly from the ScriptEditor- A Configurable template for the creation of a new test-suite- A spacious set of Asserts use to verify your code- Argument matchers to verify the behavior of a function call by a specified argument type.- Fluent syntax support- Test Fuzzing support- Parameterized Tests (Test Cases)- Mocking a class to simulate the implementation which you define the output of certain function- Spy on a instance to verify that a function has been called with certain parameters.- Mock or Spy on a Scene- Provides a scene runner to simulate interactions on a scene - Simulate by Input events like mouse and/or keyboard - Simulate scene processing by a certain number of frames - Simulate scene proccessing by waiting for a specific signal - Simulate scene proccessing by waiting for a specific function result- Update Notifier to install latest version from GitHub- Command Line Tool- Visual Studio Code support by (GdUnit Test Explorer) extension- You are welcome to test in and send me your feedback- You are welcome to suggest improvements- You are welcome to report bugs

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Godot AI icon image
dlight
Godot AI

Godot AI connects MCP-compatible AI assistants (Claude Code, Codex, Antigravity, Cursor, etc.) to a live Godot editor. Build scenes, write and attach scripts, design UI, animate, create materials and particle effects, run tests, and read editor data β€” all from chat.From the creators of MCP for Unity β€” the most widely used gamedev MCP, with 8,500+ GitHub stars and hundreds of thousands of users β€” built from the ground up for Godot. Robustness and deep QA are core to our approach, shaped by over a year of development and community feedback on MCP for Unity.Discord: https://discord.com/invite/FDZ5fr2QkPDemo project shown below: dynamic, interactive UI panels drawn 100% procedurally with Godot AI β€” no textures, sprites or shaders. About 2 hours of work: https://github.com/hi-godot/cyberpunk-hud-demoFull docs and repo: https://github.com/hi-godot/godot-aiFeatures:- 100+ operations spanning scenes, nodes, scripts, animations, UI, themes, materials, particles, audio, cameras, input mapping, and project settings- One-click setup for 18 MCP clients β€” Claude Code, Codex, Antigravity, Cursor, Windsurf, VS Code, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, and more- Build entire UI hierarchies from a single prompt- Materials (StandardMaterial3D, ORMMaterial3D, ShaderMaterial) and particles (GPU + CPU, 2D + 3D) with one-call presets β€” fire, smoke, sparks, magic, rain, explosion, lightning- AnimationPlayer authoring with fade/slide/shake/pulse presets; - Camera2D/3D configuration, follow, damping, and limits; AudioStreamPlayer/2D/3D playbackInline or .tres resource authoring (meshes, shapes, curves, gradients, styleboxes)- Smart screenshots so AI agents can see your scene- Multi-instance support across multiple Godot editorsRequirements: Godot 4.3+ (4.4+ recommended) and an MCP client.Quick Start:Install uv (one-time):macOS/Linux: curl -LsSf https://astral.sh/uv/install.sh | shWindows (PowerShell): irm https://astral.sh/uv/install.ps1 | iexInstall the addon from the Asset Library (or drop plugin/addons/godot_ai into your project's addons/ folder).In Godot: Project > Project Settings > Plugins β€” enable "Godot AI".Open the Godot AI dock and click your MCP client to configure it in one click.Open your MCP client and start prompting.Coming next: Physics, Shaders, Terrain, Custom Tools

TileMapLayer3D icon image
DanTrz
TileMapLayer3D

Multiple new features in version 0.8.0. See GitHub for details and documentation => https://github.com/DanTrz/TileMapLayer3D/2D to 3D level and asset Creation. Inspired by the 2D TileMapLayer node. This Plugin allows you to create 3D levels with 2D Tiles and Textures.You can paint and erase as you would in a full Tiling and Level creation system. Supports Animated Tiles, Terrain Generation and multiple smart operations.It supports Collision and exporting the Level and Assets as separate meshes.Allows tiling across all three 3D axes, with a perfect grid-based structure.You can also create Objects and reusable assets with this plugin.Auto-tiling is stable, but Requires 3x3 (minimal) TileSet with 47 Pieces (uses same Terrain configuration as TileMapLayer nodes for 2D)0.4.0 new Features (Please back up your work before updating - some breaking changes)-BOX & PRISM Mesh Modes - 3D tiles with configurable depth-SpriteMesh Integration - Generate standalone 3D meshes from tile selections-Backface Painting - Double-sided walls for interior/exterior rooms-Spatial Chunking - 50x50x50 unit regions for better performance with 50,000+ tiles-Columnar Storage - ~47% smaller scene files with sparse data storage-Auto-Migration System - All old scene formats automatically upgraded (see GitHub for migration instructions)-Enhanced Collision - Binary export and BOX/PRISM support-18 Orientations - Base 6 + 12 tilted variants for ramps/slopes-UI/UX Improvements - SelectionManager, state persistence, defensive resets- Integration with SpriteMesh (https://github.com/98teg/SpriteMesh)** by [98teg] also under MIT

MixaBridge icon image
uzairdeveloper223
MixaBridge

Automates Mixamo animation retargeting and AnimationLibrary construction for Godot 4.4+.Importing Mixamo animations into Godot means opening Advanced Import Settings forevery file, creating BoneMaps, configuring retarget options, reimporting, then buildingAnimationLibraries one clip at a time. For 50+ animations, that's an afternoon ofclicking through dialogs. MixaBridge replaces the whole thing with three steps.What it does──────────── 1. Analyzes your Mixamo FBX β€” finds the Skeleton3D, reads bone names, generates a BoneMap against SkeletonProfileHumanoid. Handles both mixamorig: and mixamorig_ prefixes. 2. Configures imports β€” writes the BoneMap and retarget params into each file's .import config, then calls EditorFileSystem.reimport_files() to trigger Godot's own import pipeline. No hacks. 3. Builds your AnimationLibrary β€” loads each reimported FBX, extracts Animation resources, and attaches the library directly to your AnimationPlayer. Also saves it as .tres for reuse across scenes.Features──────────── - Auto bone mapping β€” maps 80+ Mixamo bones to Godot's SkeletonProfileHumanoid - Rename animations β€” double-click any animation in the queue to set a custom name - Remove animations β€” drop files from the queue before processing - Library selector β€” add animations to an existing library or create a new one - Re-process β€” edit your animation list and re-run without resetting the whole pipelineInstall──────────── Copy addons/mixabridge/ into your project's addons/ directory. Enable in Project Settings > Plugins > MixaBridge.Requirements──────────── Godot 4.4+ Mixamo-rigged character exported as FBX with mixamorig: bones Animation FBX files exported from Mixamo without skinKnown limitations──────────── Mixamo rigs only β€” the bone table targets mixamorig: naming specifically Writes to .import files β€” if Godot changes the format in a future version, this breaks reimport_files() is blocking β€” batches of 50+ animations will freeze the editor brieflyLicense──────────── MIT β€” use it however you want. Not affiliated with Adobe Inc. or Mixamo. "Mixamo" is a trademark of Adobe Inc.

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Godot Asset Library is a free and Open Source asset library for the Godot Engine maintained by the Godot Asset Library community on GitHub. Explore assets created by the Godot Engine community, and kickstart your development with quality assets from Godot Asset Library

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