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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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Klotho β€” Deterministic multiplayer for Godot(.NET) icon image
xpTURN
Klotho β€” Deterministic multiplayer for Godot(.NET)

Klotho β€” Deterministic multiplayer netcode for Godot (.NET)Engine-agnostic, pure C# deterministic simulation for rollback, lockstep, andserver-authoritative multiplayer. Determinism is built on 32.32 fixed-point math(FP64) and a seeded RNG: given the same inputs, every peer computes identicalstate β€” so the network sends inputs only and verifies with a hash. Frame-perfectand cross-platform reproducible.REQUIRES- Godot 4.4+ with .NET (mono) support- A C# (.NET 8) game projectFEATURES- Netcode: P2P lockstep, rollback + client prediction, server-driven (authoritative), dedicated server, spectator, late join, reconnect- Deterministic core: FP64 fixed-point math, vectors / quaternions / matrices, seeded RNG (Xorshift128+)- ECS: sparse-set components, zero-GC frame, snapshot + rollback ring buffer- Deterministic physics: rigid bodies, collisions, CCD, joints, triggers, static BVH- Deterministic navigation: navmesh + A* + funnel + ORCA avoidance- Replay: record / playback / seek / variable speed (LZ4 compressed)- Source generator: serialization + component / command registration- Godot adapter: Node session driver + view nodes, Resource config assets, Task-based join helpers, console + rolling-file loggingINSTALL & SETUP1. Install from the Asset Library (or copy the folder) so that the addon sits at res://addons/klotho/.2. Add one line to your game .csproj: <Import Project="addons/klotho/Klotho.props" />3. Build the C# solution (dotnet build, or the Godot editor's Build button). - NuGet deps (Newtonsoft.Json, K4os.Compression.LZ4, LiteNetLib) restore automatically via Klotho.props.4. (Optional) Project > Project Settings > Plugins: enable "Klotho" for the DataAsset JSON -> bytes editor tool. Build the project once before enabling.DEDICATED SERVER (optional)The server is a plain .NET 8 console app with no Godot dependency, running thesame core. In a separate server .csproj add: <Import Project="addons/klotho/Klotho.Server.props" />LINKS- Source & docs: https://github.com/xpTURN/Klotho- Quick start (Godot): Docs/QuickStart.Godot.md- Install guide (Godot): Docs/Installation.Godot.md

GDSQL - Ultimate Database icon image
jinyangcruise
GDSQL - Ultimate Database

GDSQL, a ConfigFile-based SQL system. Pure GDScript, zero dependencies, no server required, AI friendly. Features: visual database management, Excel-like inline editing with auto-fill, MyBatis-style ORM (GBatis), code generator, and encryption. Supports csv/json/cfg import-export.SQL Query EngineA complete SQL engine built in pure GDScript, supporting:Statements: SELECT, INSERT, UPDATE, DELETE, REPLACEConditions: WHERE with AND, OR, IN, NOT INSorting & Grouping: ORDER BY (multi-column, ASC/DESC), GROUP BY with HAVINGPagination: LIMIT and OFFSETJoins: LEFT JOIN with chainable multi-table supportSet Operations: UNION ALLSubqueries: Both correlated and non-correlatedAggregates: COUNT, SUM, AVG, MIN, MAX, GROUP_CONCATExpressions: Arithmetic operators, string concatenation, function calls, type conversion, SQL-compatible NULL semantics (three-valued logic)INSERT variants: INSERT IGNORE (skip on duplicate key), INSERT ... ON DUPLICATE KEY UPDATE (upsert)LRU Cache: Auto-caches the last 1024 parsed SQL statements for faster repeated queriesYou can execute raw SQL strings directly via SQLParser.parse_to_dao(), or use the visual SQL editor in the workbench.Visual WorkbenchA dedicated main screen in the editor, consisting of integrated panels:Database Tree Browser β€” Navigate all databases and tables hierarchically. Right-click for context menus (create, delete, rename, etc.).Data Table Viewer β€” Browse and edit data in an Excel-like grid. Click any cell to edit inline with instant commit. Drag column borders to resize. Sort by clicking column headers. Supports type-appropriate editors for int, float, Vector2, and more.Table Structure Editor β€” View and modify column definitions: name, data type, default value, comments, primary key, and auto-increment settings.Schema Management β€” Visually create and delete databases and tables through dialog-based workflows.SQL Query Editor β€” Write and execute SQL with syntax awareness. Results appear in a grid panel below. Query history is automatically recorded. Export results as CSV, JSON, or CFG.Diff View β€” Compare table content between two versions with color-coded highlights: added rows (green), deleted rows (red), modified rows (yellow).Table Inspector β€” Detailed column definitions, table metadata, and data statistics in the right panel.Smart Auto-FillAccelerates data entry with intelligent pattern prediction:Least-squares fitting: Analyzes existing numeric samples to predict subsequent valuesMulti-type support: Numbers, strings with numeric placeholders (e.g. "enemy_001" β†’ "enemy_002"), Vector2/3/4, Vector2i/3i/4i, Resource pathsPattern recognition: Detects numbering sequences and fills accordinglyDrag-to-fill: Select a range, drag the fill handle, and watch values populate automatically

Godot-MCP icon image
IvanMurzak
Godot-MCP

Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev.Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to the Godot Editor so they can inspect and drive your project β€” create nodes, edit scenes, manage resources and scripts, capture screenshots, and more.It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI Tools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your own self-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org as NuGet package references (not forked).39 built-in tools across 11 families: ping, node, scene, resource, filesystem, script, screenshot, editor, console, reflection, and runtime-errors. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...).Requirements:- Godot 4.3+ β€” the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon.- .NET 8 SDK.Important install note: Godot compiles every .cs file under your project into one assembly, so your project's .csproj must declare the two NuGet package references the addon depends on: com.IvanMurzak.ReflectorNet version 5.3.1 com.IvanMurzak.McpPlugin version 6.10.0Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLL copying is required β€” at editor runtime the addon's assembly resolver locates the DLLs in your NuGet global-packages folder.Full documentation, the complete tool list, and connection setup:https://github.com/IvanMurzak/Godot-MCPLicense: Apache-2.0.

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