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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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Log - A comprehensive logging solution for Godot icon image
albinaask
Log - A comprehensive logging solution for Godot

Your one stop shop for all your logging needs in Godot. Updated to Godot 4.5, but should work for any Godot 4.x version,(if you comment out the variadic function versions of the log methods which is a 4.5+ exclusive feature only).2.1.1: - Implemented variadic versions of all logging functions.- Fixed a bug for when Log is used for an external plugin.2.1:- Changed the log(debug, info,warning, etc...) method signatures to accommodate easier porting from print() to Log while retaining backwards compatibility.2.0:- Makes the logging into it's own thread, bringing down the average time for a log message from 4ms to 10-100us on the main thread.´- Renames Config to LogConfig and Settings to LogSettings due to collisions with other plugins.- Added more settings and options to control logging more granularly.1.2.1:- Fixed a bug with cyclic loading of resources at editor startup.1.2:- Added a setting for whether or not to print tree on error.- Fixed bugs.1.1.2:- Fixed bugs1.1:- Updated documentation- Integrated settings into the EditorSettings singletonNew for the fork:- Adds multiple log streams so you can control the log level independently for different parts of your project.- Adds a fatal log level that causes your project to crash in a way that you can control.- Adds comments to updated parts of the plugin.- Adds options in top of the log stream.- Adds shorthand methods for debug & error.- Adds err_cond_... methods for quick error checking.- Adds a scripted breakpoint (optional in setting) so errors freeze the execution and shows relevant info in the godot debugger.- Adds support for multiple log files.- Adds a test scene that can be used as an example of how the plugin can be used.Original:- Adds a basic logger to print out Nodes,Objects,Arrays,Dictionarys etc.- Adds support for easily reading env vars & cmd line args.

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

Scalable Vector Shapes 2D lets you do 3 things:- Draw Crisp Vector Strokes, Fillls, Collisions and Navigation Polygons 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 images⚠️Important:If you are updating* you may need to reload your project once for the plugin to work again, due to some renamed components.* The safest way to update this plugin is to:1. Save and close all your open scenes2. Disable the plugin via `Project > Project Settings > Plugins`3. Close your project (quit to project list)4. Download the stable zip from github: https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/archive/refs/tags/2.19.0.zip 5. Fully replace `res://addons/curved-lines2d` with the same directory in the zip file6. Open your project again and enable again via `Project > Project Settings > Plugins`7. If you see errors, just click on: `Project > Reload Current Project`Spotted a bug? Help me fix it quickly by reporting it on github:https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/issues# Changelog## 2.19.0### Added- Ability to 'merge' a point of 2 or more `ScalableVectorShape2D` nodes using a new `SVSVertexMerge2D` node## 2.18.4### Added- Automatically set an antialiasing texture for Line2D, adding Compatibility support, inspired by Calinou's Antialiased Line2D plugin (in the Scalable Vector Shapes 2D bottom dock under the Project Settings tab).- Also set antialiasing texture for Line2D via SVG imported when checked On in the Project Settings tab- Added link to Part VII of "Let's make an actual game"- Added a "Play Tatra!" tab with links to online game and codeberg repository### Changed- Fixes `translate()` operation in the SVG importer when taking only one parameter for the x-axis- Fixed the dead links to the Tatra Vlog (Let's make an actual game) videos- Fixed bug: when a GUI `Control` adds a scalable SVG texture via the inspector button, while being scene root, it becomes the owner of the `SVGTextureHelper` node- Fixes `Curve > Batch Insert Keyframes` Inspector-button for 4.6-stableSee also: https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/blob/master/CHANGELOG.md

Horror Survival Game Project icon image
boqsc0
Horror Survival Game Project

Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design⠀Storage: ~1GB (285 MB before assets import trigger)Project Author: BoQscYear: 2026Check the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. To check if this project would perform well on your hardware: you might compare to this GPU benchmark.https://gpu.userbenchmark.com/SpeedTest/325746/NVIDIA-GeForce-GTX-1060-with-Max-Q-Design___Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/pre_imported_asset.zipProject with latest source code (Needs reimport)https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ___HSG is a Zombie Sandbox Survival game.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render.

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