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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 MCP/CLI icon image
playlogic
Godot MCP/CLI

Godot MCP/CLI drives the Godot editor you already have open. The addon hosts a small server inside the running editor, and a command line tool or an AI agent connects to it to build scenes, write GDScript and C#, place geometry, run the game, and read state back out of it.This is not Godot's own batch command line. Running "godot --headless" or "--export-release" starts a fresh engine process with no open scene, no selection, and no undo history. This connects to the live editor session instead, so a command can act on the scene you are looking at, and every editor mutation goes through UndoRedo where Ctrl+Z reverses it.There are 312 commands across 49 groups. They cover scenes and nodes, GDScript and C# authoring, spatial placement with real world bounds and raycast seating, materials, tilemaps, animation and animation trees, physics, navigation, audio, UI, shaders, procedural generation, and project settings. A second family of commands reaches into the running game to inspect live node state, evaluate expressions, inject input, wait for signals, and capture frames, which is the part a text editor cannot do on its own.Discovery is built in. The engine group reads ClassDB from the running build, so an agent can confirm that a class, property, or method actually exists in your version of Godot before writing code against it. Newer engine features stay reachable without waiting for an addon update, because node properties and script execution reflect whatever the running binary exposes.Two ways to connect. Any MCP client that speaks streamable HTTP can talk to the editor directly at POST 127.0.0.1:9100/mcp with no external process running. Everything else uses the godot-mcp command line tool, which doubles as a stdio MCP server and is self describing at the terminal, so shell driven agents need no tool schemas at all. Both paths dispatch through the same command router with the same safety guards.Safety. Both servers bind 127.0.0.1 only and never 0.0.0.0. The HTTP endpoint also validates the Origin header, so a page open in a browser cannot reach the editor. Code execution paths are audited, direct editor write APIs are refused unless explicitly allowed, and file writes are confined to the project.Requires Godot 4.7 or newer. This entry contains the editor addon, which is all an HTTP capable MCP client needs. The command line tool, prebuilt for Windows, Linux, and macOS, and an agent skill that teaches the discover then drive workflow, are separate downloads from the GitHub releases page.

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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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