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GF Framework icon image
C76GN
GF Framework

# GF FrameworkGF Framework is a lightweight architecture framework for Godot 4. It helps larger projects keep gameplay code organized without taking over Godot's scene tree.It separates:- data and state in `GFModel`- gameplay rules in `GFSystem`- scene, UI, input, and presentation bridges in `GFController`- lifecycle-managed runtime services in `GFUtility`- pure algorithms and data helpers in `standard/foundation`- optional atomic gameplay extensions in `addons/gf/extensions`## Highlights- Managed lifecycle through the `Gf` AutoLoad and project installers.- Events, commands, queries, typed accessors, bindable properties, and lifecycle-safe module lookup.- Editor workspace for extension management, script templates, diagnostics, export filtering, and project tooling.- New projects start with only the kernel and standard library active; bundled optional extensions are disabled by default and must be explicitly enabled.- Standard utilities for storage, settings, audio, input, assets, diagnostics, UI routing, time, logging, and runtime inspection.- Foundation helpers for graphs, grids, pathfinding, hex grids, layer masks, tags, validation reports, formulas, timelines, variant data, and formatting.- Optional extensions for capabilities, action queues, save graphs, flow graphs, network snapshots, turn flow, interaction, feedback, camera, dialogue, combat, domain models, and physics helpers.- GUT-tested maintenance suite and generated API reference.## BoundariesGF does not define your gameplay rules. It does not replace Godot physics, rendering, animation, UI design, or scene composition. Use it when you want stable architecture seams and reusable tools while keeping project-specific decisions in your own code.## InstallInstall the official Store package `gf-framework-6.0.0.zip`. It contains the full `addons/gf` addon folder: kernel, standard library, editor tooling, package manager, and bundled optional extensions. Optional extensions remain disabled until the project explicitly enables them, so the full package is the recommended first-install path.Copy `addons/gf` into your Godot project, enable `GF Framework` in `Project > Project Settings > Plugins`, then call `await Gf.init()` from your boot scene or use a project installer.Advanced modular installs are available from the GitHub Release. Download `gf-kernel-6.0.0.zip` only when you intentionally want a minimal bootstrap and will install additional packages through `GF Package Manager`, the Godot-native package CLI, a release registry, or an offline bundle. The minimal kernel package is not the recommended Store download for first-time users.Documentation: https://gf-framework.readthedocs.io/Source: https://github.com/C76GN/gf-frameworkLicense: Apache-2.0

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Oxide Infinite World Generator (Lite) icon image
RedActor
Oxide Infinite World Generator (Lite)

[GET PRO VERSION ON BOOSTY](https://boosty.to/hans_ritter/bundle/d5848878-3cab-49a4-a231-ae58d4c2e266) — Cities, roads, industrial zones, shader fog of war, and save/load system and more!An advanced, high-performance procedural 2D infinite world generator built for Godot 4.### Features (Lite Edition)* **Infinite Map Generation**: Endless procedural world scaling using FastNoiseLite.* **Slider-Adjustable World Configuration**: Fine-tune procedural world generation parameters (Lakes, Rivers, Forests, Hills, Swamps) in real-time using interactive menu sliders.* **Fluid Biome Transitions**: Smoothly blends diverse environments including Forests, Taiga, Swamps, and Lakes.* **Performance Optimization**: Seamless automatic chunk loading and unloading for a stable frame rate.### Exclusive PRO Edition Features (Why Upgrade?)The PRO Edition transforms this generator into a complete, feature-rich Post-Apocalyptic Survival/Tactical Game Template:* **Procedural Civilizations & Urban Grid**: Spawns diverse human settlements (Outposts, Villages, Towns, Megacities) with functional buildings: Administration, Police Stations, Fire Departments, Hospitals, Shops, Supermarkets, Churches, Libraries.* **Interconnected Road Network & Roadside POIs**: Advanced global path-generation connects distant towns with a persistent highway system featuring Gas Stations, Motels, and Cafes.* **Persistent Save & Load System**: Instantly save and load your entire game state (squad coordinates, stats, odometer, world time, and uncovered minimap data).* **Ready-To-Use World Presets**: Pre-configured landscapes: Water World, Dead Swamplands, Endless Forests, and Overcrowded Sector.* **Anomalous Hazard System (Toggleable)**: Dynamically spawns dangerous Anomalous Zones wrapped in a custom-shaded Purple Fog.### Advanced Survival Simulation Features (Core Mechanics in Both Versions)* **Grid-to-Real-World Scaling**: 1 map tile equals exactly 10 human steps (10 meters).* **Odometer / Distance Tracker**: Calculated in real-time and displayed on the UI in kilometers.* **Dynamic Day/Night Cycle**: Smooth lighting transition system with a native 24-hour clock format (HH:MM).* **Biome-Dependent Travel Time**: Complex terrains take longer to cross. Night-time triggers a harsh 5x speed penalty.* **Smart Energy, Hunger & Thirst Simulation**: Metabolic rates updated continuously based on elapsed time and biome difficulty.* **Tactical Mouse-Wheel Zooming**: Smooth camera scaling to scout the terrain and plan routes.* **High-Performance Minimap Rendering**: Highly responsive radar updating instantly with pixel-perfect accuracy.--------------------------------------------------

G.U.I.D.E - Godot Unified Input Detection Engine icon image
derkork
G.U.I.D.E - Godot Unified Input Detection Engine

G.U.I.D.E is an extension for the Godot Engine that allows you to easily use input from multiple sources, such as keyboard, mouse, gamepad and touch in a unified way. Gone are the days, where mouse input was handled differently from joysticks and touch was a totally different beast. No matter where the input comes from - your game code works the same way.- Unified input detection and handling from multiple sources (keyboard, mouse, gamepad, touch, etc.). All inputs are used in the same way in your game code.- Inputs can be modified before being fed into your game code (e.g. for joystick dead-zones, sensitivity, inversion, conversion to 2D/3D coordinates, etc.).- Inputs can be assigned to actions and these actions trigger on various conditions (e.g. tap, hold, press, release, combos etc.).- Multiple input contexts can be defined, which can be enabled/disabled at runtime. This allows you to easily switch between different input schemes (e.g. in-game, menu, driving, flying, walking, etc.).- Overlapping input is automatically prioritized, such that input like _LT+A_ will have precedence over just _A_.- Supports both event-based and polling-based input handling, like Godot's built-in input system.- Full support for input rebinding at runtime including collision handling. - Built-in support for displaying input prompts in your game. These prompts support complex input combinations (e.g. _LT+A_ or combos like _A > B > A > X > Y_). Prompts can be displayed both as text and as icons. Icons will automatically reflect the actual input device being used (e.g. XBox controller, Playstation controller, keyboard, joystick, etc.).- Works nicely alongside Godot's built-in input system, so you can use both in parallel if needed. Can also inject action events into Godot's input system.

Reactive UI Editor icon image
yanivkalfa
Reactive UI Editor

A full .guitkx editor inside the Godot editor - the authoring companion for the Reactive UI (React for Godot) addon. Double-click a .guitkx in the FileSystem dock and edit it in a main-screen tab: theme-matched syntax highlighting with embedded GDScript colouring, live compiler diagnostics with gutter icons and a project-wide Problems panel, completion for tags, attributes, values, directives, hooks and events, hover docs, signal-aware signature help, Ctrl+Click go-to-definition, find references, project-wide rename, find/replace and project search, outline, bookmarks, multi-file sessions with full state restore, and the same formatter as the VS Code extension (guitkx.config.json honored, format-on-save available). Saving plays cleanly with the runtime watcher and Fast Refresh: save while the game runs and the live UI hot-reloads with hook state preserved. REQUIRES the Reactive UI (React for Godot) addon, 0.8.4 or newer: enable reactive_ui first, then reactive_ui_editor (Project Settings -> Plugins). The download BUNDLES the reactive_ui_analyzer GDExtension (Windows x86_64, Linux x86_64 and arm64, macOS universal) - embedded GDScript gets type-aware completion, hover, diagnostics, navigation, rename and signature help out of the box, no extra install. Editor-only tooling: exclude addons/reactive_ui_analyzer from game export presets. macOS: the bundled library is unsigned - its README has the one-line fix. Developed with AI assistance (Anthropic Claude) under human direction.

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