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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.

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Godot Dice Roller (UI Control) icon image
vokimon
Godot Dice Roller (UI Control)

[![CI Status](https://github.com/vokimon/godot-dice-roller/actions/workflows/runtests.yaml/badge.svg)](https://github.com/vokimon/godot-dice-roller/actions/workflows/runtests.yaml)[![Last Release](https://img.shields.io/github/release/vokimon/godot-dice-roller.svg?logo=github)](https://github.com/vokimon/godot-dice-roller/releases/latest)[![Itch.io](https://img.shields.io/badge/itch.io-%23FF0B34.svg?logo=Itch.io&logoColor=white)](https://vokimon.itch.io/godot-dice-roller)<!-- [![Get it on F-Droid](https://img.shields.io/f-droid/v/net.canvoki.godot_dice_roller.svg?logo=F-Droid)](https://f-droid.org/packages/net.canvoki.godot_dice_roller) --><!-- [![Flathub](https://img.shields.io/flathub/v/net.canvoki.godot_dice_roller?label=Flathub&logo=flathub&logoColor=white)][] --># godot-dice-rollerA Godot UI control that rolls 3D dices in a box.## Features* Configurable setup: - Dynamic set of dices including d4, d6, d8, d10, d10x10, d12, d20 - Easy dice customization (color, shapes, engraving, material...) - Configurable rolling box size and color* 3 ways to roll: - Physics emulated rolling (slow but cool) - Turn to random generated values (faster but unrealistic) - Turn to given values (useful when the actual rolling is done remotely)* Easy to integrate in your code: - Trigger rolling interactivelly o programmatically - A signal notifies after the rolling - Obtain results for individual dices or add up.* Responsive to layouts: - The control adapts to the available space given by the layout - Whichever the resulting size, the camera adapts the zoom to fully see the rolling box floor - Automatically rotates the rolling box if the control aspect ratio is inverse to the one of the boxDocumentation: https://github.com/vokimon/godot-dice-roller/blob/main/docs# Changelog## 1.5.3 (2025-07-09)- Preset preview when loading presets- Preset preview when saving a preset- Delete an existing preset- Responsive dialogs (diceset editor, loader...)- Published Linux and Windows binaries missed the PCK- Example: crash on empty diceset- Example: added splash screen- Bigger diceset button- fdroid requires fastlane data to be committed## 1.5.2 (2025-07-05)- Changes to enable F-Droid release- Updated screenshots- Unify and cleanup binary export and deploy workflow- Remove `ssh_export` options in pressets- Removed most print traces## 1.5.1 (2025-06-22)- Using slightly absorvent dice material to avoid prolonged wobbling- Misaligned 11 face in d12- Dices cast shadows, lights adjusted- Class icon for Poker dice- Automated builds for Android, Windows, Linux and Web- Automated uploads to github and itch.io## 1.5.0 (2025-06-05)- Bump to Godot 4.4: Using Jolt physics and damn uuid- Simpler and documented way to add and customize dices. Adresses #02.- New dices: d8, d12- New skined d6: Poker dice (in the example)- Example app: loading and saving dice sets- Example app: roller box adapts its size to the number of dices- BREAKING: DiceDef.sides -> 'DiceDefshape' - 'sides' (int) -> 'shape' (DiceShape: D6, D10, D10x10) - Legacy DiceDefs automagically migrated after load and save- DiceShape icons shown in Property Editor- Unified d10 text font with the one used in other dices- Import d10 and d10x10 as glb and not as blend. Not requiring blender installed. Fixes #01.- Unit tests. Setup CI and notifications.- WIP: FDroid metadata generation## 1.4.0 (2025-02-10)- New dice: d20- New dice: d10x10- `interactive` flag to enable/disable roll on click- Expose in control the `show_faces` method to represent external rolls- Control icon clearer without outline and bigger dices- Improved documentation (README and reference)## 1.3.0 (2025-01-28)- New dice: d10- d4: proper shape for the highlight- Android support- Example scene, now available as Android App- Generate F-Droid metadata## 1.2.1 (2025-01-07)- Example: Full dice set editor: Add, Remove, Edit- d4 and d6 code mostly merged## 1.2.0 (2025-01-06)- New dice: d4- Beveled borders for d6- Generalization to favor inclusion of more shapes of dices## 1.1.1 (2025-01-03)- Cleaner installs- screenshots and build files excluded from package- examples moved to `examples/dice_roller/` for cleaner merge in user's project along with other plugins.## 1.1.0 (2024-12-23)- API stabilized. From now on, api changes will imply major and minor version changes following semantic versioning.- Highlights without artifacts- New script to upload to the asset lib using project metadata## 1.0.5 (2024-12-19)- DiceRollerControl can be created without instantiating the scene, just by creating selecting the node type.- Expose roller attributes in Control (box size and color)- Method `per_dice_result` returns the value of each dice- Example: New button to add dices interactivelly- Added Environment with ambient light for more natural look- Fix: rolling after fastrolling kept the highlight- Fix: avoid changing the dice set while rolling- Removed non essential files from the package## 1.0.4 (2024-12-13)- More natural initial arrangement of dices- `DiceRollerControl` signal `roll_started`- `DiceRollerControl` method `quick_rolling`- Example updated to show how to use them- Scenes cleanup of uneeded properties- Packaging: Added previews and fixed name to match## 1.0.3 (2024-12-11)- Dices set can be defined with control properties- Dices are auto-named if no name given or the name conflicts with other dices- Lights adjustments.- Fix: Dice colors looked as dark as far they were from yellow. Svg texture was loaded with a yellow background. Using png export instead.- Fix: Dice highlight position degradated with each roll. Floor offset was not properly oriented and accomulated.- Fix: Freeze when when quick rolling a set bigger than two.## 1.0.2 (2024-12-02)- CI to release from github actions- Icon and classname for RollerBox## 1.0.1 (2024-12-02)- Example out of the addon- Documentation and metadata## 1.0.0 (2024-12-02)- First public release- Extracted from godatan project- Reorganized object responsability- Code distributed into a folder per scene- Roller box can be resized- Generated collision shapes to enable dinamic- Set camera so that the viewport adjust the floor of the box- Rotate the camera so that box and viewport matches portrait/landscape orientation- Added an example of usage within a UI- Debug tools

Scalable Vector Shapes 2D icon image
renevanderark
Scalable Vector Shapes 2D

Scalable Vector Shapes 2D lets you do 3 things:- Draw seamless vector shapes using a Path Editor inspired by the awesome Inkscape- Animate curves of your vector shapes (useful for faces, whips, dents in cans)- Import .svg files as seamless vector shapes in stead of as raster imagesWatch the new 10 minute A-Z explainer on youtube:https://www.youtube.com/watch?v=_QOnMRrlIMkInspired by Mark Hedberg's great explainer:https://www.hedberggames.com/blog/rendering-curves-in-godotSpotted a bug? Help me fix it quickly by reporting it on github:https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/issuesOr ask a question on the subreddit:https://www.reddit.com/r/ScalableVectorShape2D# Changelog## 2.6.5 - 2025-10-07### Added- SVG importer now supports the arc command (fixed at 4 degree angles for now)## 2.6.4 - 2025-01-07## Changed- ScalableVectorShape2D nodes can only be selected when mousedown and mouseup event registered on the same node ('click'-event)- ScalableVectorShape2D nodes can now only be selected when they are visible- ScalableVectorShape2D nodes can not be selected anymore when they are locked using the lock-icon- ScalableVectorShape2D nodes can not be selected anymore when they are part of a different scene## 2.6.3 - 2025-06-15## Added- Change line-capping of strokes via inspector- Change line-joining of strokes via inspector- Pick default line-cap and line-join modes for creating new strokes- Maps line-join modes and line-cap modes from SVG to Godot using the importer- Pixel snap mode checkbox, disabled by default- Show point positions under editor hints- Form to set exact global position for curve point and handles (in path mode)- Export as PNG button in inspector form of ScalableVectorShape2D## Changed- "Show point numbers" renamed to "Show point details", also toggles position info on/off- Bugfix: build failures due to internal tool class referenced at runtime## 2.5.2 - 2025-06-08### Added- Makes Rectangles editable using one size handle and two rounded corner handles- Makes Ellipses editable using one size handle- Adds create buttons for Rectangle as Rectangle and Ellipse as Ellipse- ..next to exists create buttons for them as Path- Adds a "convert to path" button in the inspector when `shape_type` is a rectangle or ellipse### Changed- Enhancement: newly created Rectangle has its origin at its natural center, in stead of its top/left corner- Bugfix: gradient stop color order stays in tact after undo remove- Bugfix: Bottom Panel is more visible after fresh install- Bugfix: preloading replaced by loading to fix busy resource issues in inspector plugin code- Bugfix: previewed shape has scaled stroke### Removed- Custom collapse / expand titles from inspector plugin forms in favour of `@export_group` annotations on `ScalableVectorShape2D`## 2.4.3 - 2025-06-07### Changed- Fixed a preloading + busy device bug in inspector plugin load script## 2.4.2 - 2025-06-05### Added- Batch insert key frame button for entire curve- Batch insert key frame button for entire gradient- Key frame button for stroke width- Key frame button for fill stroke color- Key frame button for fill color### Changed- Fixes ordering bug of gradient stop color buttons- Reconnects import svg button to file dialog in svg importer panel## 2.3.2 - 2025-05-31### Added- Adds gradient fill toggle to the inspector form- Adds gradient stop color buttons to the inspector form- Adds gradient start- and end handle to 2D editor- Adds stop color handles to 2D editor- Implements paint-order correctly in SVG importer- Better tooltips for SVG importer- Warning message for unsupported clipping (using 'm'- / 'M'-operator) in SVG importer### Changed- Bugfix: resizes the gradient texture when the bounding box changes- Regression fix: all the SVG importer settings in the SVG importer form work again## 2.2.1 - 2025-05-28### Added- Adds easier to use forms for Stroke, Fill and Collision shape to the `ScalableVectorShape2D` inspector- Adds project settings for defaults like stroke width, stroke and fill colors, and paint order- Separates the point numbers from the hint labels- Saves project settings for enabling and disabling hints and viewport editing- Shows a preview of the shape which is about to be added via the bottom panel- Explanatory tooltips for all the fields and options that are not self-explanatory enough## 2.1.3 - 2025-05-24### Added- Undo/Redo for strokes (`Line2D`) fills (`Polygon2D`) and collisions (`CollisionPolygon2D`) added with the `Generate` button in the inspector- After Undo of creating a new shape from the bottom panel, its parent node is automatically selected again- Resize a shape without using the `scale` property using `Shift+mousewheel`, for more pixel perfect alignment### Changed- Fix: after adding point on line with double click, the correct point is removed again with undo- Fix: when a curve is closed, it stroke (the `Line2D` assigned to the `line`-property) is also closed and vice-versa- Fix: closing a shape now works by simply adding a segment between the last and first point## 2.1.0 - 2025-05-21### Added- Use `Ctrl+click` to add points to a shape faster- Undo/Redo support for shapes from the bottom panel### Changed- Shapes from the bottom panel are added as child of the selected node- When no node is selected, shapes from the bottom panel are added in the center of the viewport- Batched Undo/Redo for all mouse drag operations- Tooltip and ability to copy link with right click on `LinkButton` to external content## 2.0.0 - 2025-05-19### Added- Custom node `ScalableVectorShape2D` introduced, enabling editing of its `Curve2D` using the mouse similar to the popular open source vector drawing program [Inkscape](https://inkscape.org/)- Add a circle, ellipse or rectangle from the bottom panel directly- Ability to Undo/Redo many drawing operations- A more comprehensive manual in the [README](./README.md)### Changed- The custom node `DrawablePath2D` was deprecated in favor of `ScalableVectorShape2D`## 1.3.0 - 2025-05-10_Last stable release of EZ Curved Lines 2D_This shipped 2 things:- An SVG file importer, which transforms shapes into native Godot nodes- The custom node `DrawablePath2D`, which extends from Godot's `Path2D` to use its built-in `Curve2D` editor

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