Install Asset
Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser



Quick Information

Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances.
ThrowOut
Version 1.0, for Godot 4.2.
Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.
Using
Copy addons/throwout
to your project, and activate
in Project -> Project Settings -> Plugins
Now in a scene, add a ThrowOut node. With that node selected, there are some settings in the Inspector options for this node, and a separate menu just above the viewport for some actions you can do, once you have spawned some objects.
You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances, via that menu.
If physics is going nuts, or you want it to go nuts, you can turn it on and off via that menu.
Change brush size by holding down control and dragging with the mouse. The ring will turn yellow while you are changing size. Alternately, you can change brush size and drop height in the Inspector options for the ThrowOut node.
Demo
The demo scene at addons/throwout/demo/throw_out_demo.tscn
has a node
with a sample MeshLibrary all set up. Open that after installing the addon,
drag on something, and stuff will drop!
TODO
- Undo/Redo
- Directional spout mode
Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances.
Reviews
Quick Information

Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances.