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Aseprite Wizard icon image
viniciusgerevini
Aseprite Wizard

Import Aseprite animations to AnimationPlayers, AnimatedSprite2D, AnimatedSprite3D and SpriteFrames.Features:- Godot importer and inspector docks for easy import and re-import.- Adds automatic importers: - Aseprite SpriteFrames: Use Aseprite files as SpriteFrames resources. - Aseprite Texture: Use Aseprite files as static images (only first frame is imported) - Aseprite Tileset Texture: Use Aseprite files with tilemap layers as AtlasTexture which can be added directly to Godot's tileset creator.- Inspector docks to manually import animations to: - AnimationPlayer (Sprite2D, Sprite3D and TextureRect). - AnimatedSprite2D/3D. - As standalone SpritesFrames resource.- Supports Aseprite animation directions (forward, reverse, ping-pong, ping-pong reverse).- Supports loopable and non-loopable animations via Aseprite repeat or tags.- Separates each Aseprite Tag into animations. In case no tags are defined, imports everything as default animation.- Filters out layers you don't want in the final animation using regex.- Supports slices. Import only a region from your file.- For AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. - Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite and it should work the same way in Godot. - Choose to export the Aseprite file as a single SpriteFrames resource or separate each layer in different resources. - Adds Aseprite file importer to Godot.- AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. - You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite/TextureRect and AnimationPlayer. - Supports animation libraries.Aseprite Wizard is only required during development. If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected.

DER AntiCheat icon image
ks222
DER AntiCheat

# DER AntiCheat v2.3.0 Official Documentation# DER AntiCheat v2.3.0 官方文档---## Version Information / 版本信息| | ||---|---|| **Version / 版本** | 2.3.0 || **Godot Version / 适配引擎** | 4.6+ || **Author / 作者** | 222 || **License / 协议** | MIT |---## Overview / 概述### EnglishDER AntiCheat v2.3.0 focuses on developer experience, introducing a one-click preset system, an in-game debug panel, and mobile compatibility guarantees. This release makes enterprise-grade anti-cheat accessible to developers of all skill levels. Choose from Light, Standard, or Competitive presets, or use `quick_setup()` to get started in seconds. The new In-Game Debug Panel (Ctrl+Shift+F12) provides real-time module status, runtime toggle, and live log viewing. The suite now offers **43 integrated modules** with full Android and iOS support.### 中文DER AntiCheat v2.3.0 专注于开发者体验,引入了一键预设系统、游戏内调试面板和移动端兼容性保证。本次发布让企业级反作弊对任何水平的开发者都触手可及。选择轻量、标准或竞技预设,或使用 `quick_setup()` 在几秒内启动。新的游戏内调试面板 (Ctrl+Shift+F12) 提供实时模块状态、运行时开关和实时日志查看。该套件现在提供 **43 个集成模块**,完整支持 Android 和 iOS。---## New in v2.3.0 / v2.3.0 新增### 1. Protection Preset System / 预设配置系统**English**One-click setup with three preset configurations tailored for different game types.- **Light Preset (6 modules):** Basic memory encryption and speed hack detection for single-player games- **Standard Preset (15 modules):** Injection detection, anti-debug, and save protection for multiplayer games- **Competitive Preset (38 modules):** Full protection suite for ranked matches and esports- **quick_setup() API:** Start protection with a single function call- **Inspector Editing:** All preset parameters editable in the Godot Inspector panel**中文**一键设置,三种针对不同游戏类型的预设配置。- **轻量预设 (6 模块):** 单机游戏的基础内存加密和加速检测- **标准预设 (15 模块):** 多人游戏的注入检测、反调试和存档保护- **竞技预设 (38 模块):** 排位赛和电竞的完整防护套件- **quick_setup() API:** 通过单个函数调用启动保护- **Inspector 编辑:** 所有预设参数可在 Godot Inspector 面板中编辑---### 2. In-Game Debug Panel / 游戏内调试面板**English**Runtime debug overlay accessible via Ctrl+Shift+F12, providing real-time monitoring and control.- **Module Status Dashboard:** Green/yellow/red indicators for all 38 modules- **Runtime Toggle:** Enable or disable individual modules during gameplay- **Live Log Viewer:** Last 100 log entries with real-time updates- **Stats Dashboard:** FPS, memory usage, process ID, and module statistics- **Password Protection:** Secure access control for release builds- **Hotkey:** Default Ctrl+Shift+F12 (configurable)**中文**通过 Ctrl+Shift+F12 访问的运行时调试浮层,提供实时监控和控制。- **模块状态仪表板:** 所有 38 个模块的绿/黄/红指示灯- **运行时开关:** 在游戏过程中启用或禁用单个模块- **实时日志查看器:** 最近 100 条日志条目,实时更新- **统计仪表板:** FPS、内存使用、进程 ID 和模块统计- **密码保护:** 发布版本的安全访问控制- **快捷键:** 默认 Ctrl+Shift+F12(可配置)---### 3. Mobile Compatibility / 移动端兼容**English**Full Android and iOS support confirmed with performance optimizations for mobile devices.- **ARM64 Native:** All detection modules tested on ARM64 architecture- **Low Overhead:** Object pooling and thread management optimized for battery life- **Touch Input:** Debug panel fully functional with touch interactions- **GPU Efficiency:** Minimal GPU impact during security scans**中文**完整的 Android 和 iOS 支持,针对移动设备进行性能优化。- **ARM64 原生:** 所有检测模块在 ARM64 架构上测试通过- **低开销:** 对象池和线程管理针对电池寿命优化- **触摸输入:** 调试面板完整支持触摸交互- **GPU 效率:** 安全扫描期间最小化 GPU 影响---## What's New in v2.2.0 / v2.2.0 新增### New Security Modules / 新增安全模块| Module / 模块 | Class | Description / 描述 ||:---|:---|:---|| Speed Detector V2 | DERSpeedDetectorV2 | Time-based speed hack detection with multi-level sensitivity / 基于时间的加速器检测,支持多级灵敏度 || Virtual Position Detector | DERVirtualPosDetector | GPS spoofing detection for location-based games / 面向位置游戏的 GPS 伪造检测 || File Integrity Scanner | DERFileIntegrity | SHA256 game file verification with auto-repair / SHA256 游戏文件验证,支持自动修复 || Offline Protector | DEROfflineProtector | Offline violation caching with auto-flush / 离线违规缓存,支持自动刷新 || Log Encryptor | DERLogEncryptor | AES-256-CBC encrypted log storage / AES-256-CBC 加密日志存储 |---## What's New in v2.1.0 / v2.1.0 新增| Module / 模块 | Class | Description / 描述 ||:---|:---|:---|| CCU Optimizer | DERCCUOptimizer | Dynamic quality scaling based on player count and FPS / 基于玩家数量和帧率的动态画质缩放 || Consistency Validator | DERConsistencyValidator | Server-client state validation with 5 violation actions / 服务器-客户端状态验证,5 种违规处理 || False Positive Filter | DERFalsePositiveFilter | Device-tier based false positive reduction / 基于设备档位的误报过滤 || Cloud Snapshot | DERCloudSnapshot | Encrypted cloud save sync with conflict resolution / 加密云存档同步,支持冲突解决 || Whitelist Manager | DERWhitelistManager | Hardware ID + device fingerprint whitelist / 硬件 ID + 设备指纹白名单 || Encrypted Logger | DEREncryptedLogger | AES-256-CBC encrypted logging with auto-upload / AES-256-CBC 加密日志,支持自动上传 || Device Fingerprint | DERDeviceFingerprint | Cross-platform hardware fingerprinting / 跨平台硬件指纹 |---## Quick Start / 快速上手```gdscript# One-Click Setup (New in v2.3.0) / 一键设置 (v2.3.0 新增)DERAntiCheat.quick_setup("competitive") # Light / Standard / Competitive# Or load a preset / 或加载预设DERAntiCheat.load_preset("standard")# In-Game Debug Panel / 游戏内调试面板# Press Ctrl+Shift+F12 during gameplay / 游戏时按 Ctrl+Shift+F12# Speed Detector V2 / 加速器检测 V2 (v2.2.0)var speed_detector = DERSpeedDetectorV2.new()speed_detector.speed_hack_detected.connect(func(ratio, details): print("Speed hack detected! Ratio: ", ratio))func _process(delta): speed_detector.process_frame(delta)# Virtual Position Detector / GPS 伪造检测 (v2.2.0)var pos_detector = DERVirtualPosDetector.new()pos_detector.location_fake_detected.connect(func(details): print("GPS spoof detected!"))# File Integrity Scanner / 文件完整性扫描 (v2.2.0)var integrity = DERFileIntegrity.new()integrity.save_manifest("user://file_manifest.json")integrity.start()```---Performance Comparison / 性能对比Metric / 指标 v1.9.0 v2.0.0 v2.1.0 v2.2.0 v2.3.0Memory Usage / 内存占用 200MB 100MB 95MB 92MB 90MBStartup Time / 启动时间 500ms 300ms 280ms 260ms 250msScan Lag / 扫描卡顿 50ms 20ms 18ms 15ms 12msGC Pauses / GC 暂停 10ms 3ms 3ms 2ms 2msTotal Modules / 模块总数 28 31 38 43 43---Available Presets / 可用预设Preset / 预设 Modules / 模块 Best For / 适用场景Light / 轻量 6 Single-player games, prototypes / 单机游戏、原型开发Standard / 标准 15 Most multiplayer games / 大多数多人游戏Competitive / 竞技 38 Ranked matches, esports, high-value economies / 排位赛、电竞、高价值经济---Security Features Summary / 安全功能总览Feature / 功能 v2.1.0 v2.2.0 v2.3.0Protection Presets / 预设配置 No No YesIn-Game Debug Panel / 游戏内调试面板 No No YesQuick Setup API / 快速设置 API No No YesMobile Compatibility / 移动端兼容 No No YesSpeed Detector V2 / 加速器检测 V2 No Yes YesVirtual Position Detector / GPS 伪造检测 No Yes YesFile Integrity Scanner / 文件完整性扫描 No Yes YesOffline Protector / 离线违规缓存 No Yes YesLog Encryptor / 日志加密存储 No Yes YesMemory Encryption / 内存加密 Yes Yes YesThread Pool / 线程池 Yes Yes YesInject Detection / 注入检测 Yes Yes YesVM Detection / 虚拟机检测 Yes Yes YesAnti-Debug V2 / 反调试 V2 Yes Yes YesRollback Detection / 回滚检测 Yes Yes Yes---License / 协议MIT License — Free for personal and commercial use.MIT 协议 — 免费用于个人和商业用途。---Made with dedication for the Godot community为 Godot 社区倾力打造

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Project DJ Godot icon image
rliop913
Project DJ Godot

Project DJ GodotProject-DJ-Engine (PDJE) is designed for indie developers who want to takerhythm games seriously, and for teams that want DJing to be a deeplyintegrated core mechanic, not just a visual concept or UI gimmick.Instead of hiring a dedicated audio programmer and building a custom audioengine from scratch, you can start from PDJE, a production-oriented softreal-time C++ engine, and spend more of your time and budget on game design,charting, UX, and content.What the PDJE Modules Provide- Core module: Gives you broad control over music and track playback. You can search and load music, start and stop playback, change playback position, and adjust BPM or playback tempo without changing pitch through WSOLA-based time stretching. In hybrid/manual playback, each loaded music item can receive real-time FX such as Filter, EQ, Echo, Distortion, Flanger, Phaser, Panner, Trance, Roll, and Compressor, making it possible to build DJ-style transitions, live remix mechanics, and music-reactive gameplay.- Core module - Editor: Adds an authoring workflow for building the content your rhythm/DJ game needs. You can register music metadata, create mix timelines, automate BPM changes and FX events, author note chart data for gameplay judgement, preview edited results, and prepare finished track/music data for use by the game. It is meant to help teams build and iterate on mixsets and charts without treating every change as a one-off code task.- Input module: Provides low-latency keyboard, mouse, and MIDI ingestion for rhythm-game controls. It can discover and select devices, preserve high-resolution input timing, and treat multiple connected keyboards or mice as separate input sources instead of collapsing them into one generic device. This lets you design gameplay gimmicks around multi-keyboard or multi-mouse setups, device-specific lanes, separated player roles, or arcade-style controller layouts.- Judge module: Turns synchronized music timing, note chart data, and player input into gameplay judgement events. It lets you map keyboard, mouse, or MIDI input to gameplay rails/lanes, apply microsecond-oriented timing windows and offsets, and drive hit/miss feedback, scoring, combo, visual effects, or other rhythm-game reactions from accurate timing results.- Util module: Provides supporting tools for content, analysis, and runtime helpers. It can help with database/cache style workflows, waveform and WebP generation for music visualization, STFT/MIR-based music analysis, OpenCL-backed computation with CPU fallback, and AI-assisted beat/downbeat detection through Beat This. These utilities are intended to support richer music UI, analysis-driven effects, and faster content workflows around the main engine.Under the hood, PDJE is a C++ project that simultaneously acts as:- a real-time DJ engine capable of live-style mixing- an editor where you can author mixsets and note data (note charts)- a central database for managing music tracks, mixsets, and note chart data- a renderer that can pre-render edited mixsets into audio, so they can be played back without real-time performance degradation- a low-level input layer that reads input devices as directly as the OS allows for shipping games, then feeds those inputs into a real-time judgement system for rhythm-game mechanicsPrebuilt Binaries and Godot IntegrationProject DJ Engine treats Godot as a first-class deployment target.This Godot asset is built around prebuilt binaries of:- the core Project-DJ-Engine (PDJE)- the PDJE Godot wrapper- the Project DJ Godot integration layerThese binaries are produced by a CI/CD pipeline directly from the upstreamrepositories. When the engine and wrapper code are updated, new binaries arebuilt and published.By using this asset, you can access the latest PDJE + Godot integration withoutcompiling C++ yourself. You only need to keep the prebuilt binaries up to datewith the provided update script.Required First Step: Update_Project_DJ_GodotAfter installing this asset, run the Update_Project_DJ_Godot script at leastonce before using the plugin in your project.This first update run is required. It pulls the latest prebuilt binaries andrelated files from the linked repositories, resolves Git LFS-backed assets, andkeeps your local copy in sync with the rolling-release pipeline.Requirements: Git and Git LFS.If they are not installed, the script will attempt to install themautomatically. On Windows, you may be prompted for administrator rights.Examples:On Linux:bash Update_Project_DJ_Godot.shOn Windows:.\Update_Project_DJ_Godot.batThis project is under active development and updated frequently. For the bestexperience, run the update script once immediately after installation, and thenrun it regularly to stay current.Agent-Driven Development SupportThis asset includes ProjectDJGodot_Agent_Docs, a documentation and harnessdirectory for agentic coding workflows with Project DJ Godot.ProjectDJGodot_Agent_Docs is written for coding agents and AI-assisteddevelopment tools that help users build Godot 4 projects through the PDJEGDExtension API. It gives agents a structured reading order for the core,input, judge, utility, packaging, troubleshooting, and report-templatematerials.This makes Project DJ Godot easier to use in agent-driven developmentworkflows. An agent can inspect the harness to avoid guessing Godot class names,wrapper boundaries, failure conventions, packaging requirements, and therecommended input-judge-timeline flow.The harness is also useful when preparing human-reviewed bug reports or featurerequests for Discord or GitHub Issues. It is intended to support developers,not to replace human review of generated reports or code changes.DocumentsOfficial DocumentationThe official PDJE documentation explains engine concepts, architecture, andAPIs, including how the Godot integration is structured. It also covers topicssuch as beat-synchronous timing, mixset authoring, note-chart data handling,input, judge integration, utility APIs, and AI-assisted music analysis features.Official docs:https://rliop913.github.io/Project-DJ-Engine/AskToPDJE (Code/Docs Q&A Helper)AskToPDJE is a helper tool that lets you ask questions about the PDJE / ProjectDJ Godot codebase and documentation.It is designed to answer questions like:- what a specific node or module does- where a particular setting comes from- how to extend or modify the input-judge-timeline flow- how a PDJE or Project DJ Godot API should be used from a projectBy using AskToPDJE, you can explore the engine and integration layer morequickly without manually searching through the entire codebase.AskToPDJE:https://github.com/Rliop913/AskToPDJECommunity and Feedback (Discord / GitHub Issues)A dedicated Project DJ Engine Discord server is available for users anddevelopers.You can use the Discord server to:- propose interface/API changes- give usability feedback and improvement requests- ask for help when integrating PDJE or Project DJ Godot into your game- discuss agent-driven development workflows and report draftsOfficial Discord:https://discord.gg/2Pwju7xhmSFor more formal bug reports or feature requests, please open a GitHub Issue onthe corresponding repository. Feedback from Discord and GitHub Issues iscollected together and used to prioritize future changes to the engine,wrapper, and Godot integration.Getting Started (GAME_TEMPLATE)Under the examples/ directory, you will find:examples/GAME_TEMPLATE.tscnThis scene is a minimal game template that wires together PDJE Core, inputhandling, and the Judge module integration.To start your own project:1. Install this asset.2. Run Update_Project_DJ_Godot at least once.3. Copy examples/GAME_TEMPLATE.tscn into your game's scene tree.4. Rename and modify it to match your project's structure.5. Extend the template with your own note charts, visual assets, scoring, and feedback logic.By starting from GAME_TEMPLATE.tscn, you can jump directly into actualrhythm-game and DJ-game design instead of spending time on boilerplateintegration.

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