Import Tiled Maps into Godot 4Currently in Alpha StateWhat the plugin can do: import Tilesets from Tiled, usable as Tilesets in Godot like Godot-Tilesets import Tilemap from Tiled, usable as Tilemap with Layers lile Godot-TilemapsWhat the plugin can not do (maybe yet): import Objects from Object-Layer import Collisions in Tilesets since this is still bugged in Godot4 Alpha 9There are Importers for the FileTypes shown in the "Import" Tab when a Tileset or Tilemap is selectedTilesets: Animations are imported For each Tile created in the Tileset the importer created three alternative Tiles: flipped horizontal flipped vertical flipped vertical and horizontal Collision import is planned, the option to check is already presented in the importer but won't workTilemap: It imports with the reference of the Tilesets, so import the Tilesets first It may take a while to import and currently some Godot closings happen that i wasn't able to get a real clue why To get the flipped Tiles into godot i chose the alterntive-Tile way for the Tilesets. So the importer uses the alternative Tiles where needed
Adds a custom node "VectorDisplay2D".Hit V to toggle the display.Displays the vector & separated XY components.
Provides parallax 2D node to avoid using ParallaxBackgroundThis is a plugin for Godot Engine 4.X that provides new class Parallax inherited from Node2D that moves itself relative to actual viewport center. It helps create beautiful volumetric decorations like foliage, distant or near objects ant other effects based on following viewport.This is a port of the similar plugin from Godot 3.4.X to 4.X.X (https://godotengine.org/asset-library/asset/1557)You can:- Disable/enable it in game and optionally in editor- Control motion_scale and motion_offset like in ParallaxLayer- Set process mode (Process / Physics process)
Auto Polgon2D Triangulation is designed to make 2D mesh deformation significantly faster and less painful by triangulating polygons (mesh) for you.
Provides parallax background that moves it's layers in editor.It helps to arrange objects in different layers relative to each otherThis is a port of the similar plugin from Godot 3.4.X to 4.X.X (https://godotengine.org/asset-library/asset/1535)
Import sprite sheets from TexturePacker as AtlasTexture.Sprite sheets or texture atlases reduce the memory usage of your game by placing many small image objects in one big image.This also increases the game performance because less texture swapping is required during the render process of your game scene.For Godot 4.x
A tool that allows the remapping of InputMap actions.Supports:- Multiple joypad types: - Xbox - Nintendo switch - Playstation - Fallback icons for a generic controller- Keyboard- MouseNote that the Switch and Playstation icons are not tested, as I do not have them.The switch also does not have a guide button, so keep that in mind.
This addon adds a container, that can have multiple tabs, which the user can change by swiping left or right on the screen. It is based on the ScrollContainer node.Getting Started:• Download the addon and place it into your project directory, either manually, or through the Asset Store• Activate it in the Project Settings ("Plugins" tab)• Add a BetterTabContainer node to a scene. It is recommended that it is either set to full rect or has a "Fill" horizontal size flag• Add multiple nodes to it. Each child node counts as a separate tab, it can be any type of Control node. Please ignore the "ScrollContainer can only have one node" warning, I am actively trying to get rid of it• Done!Customizing the Node:• You can set the "Current Tab" property in the inspector. By default, it is set to 0, meaning the first tab is active on start• You can connect the "tab_switched" signal to another node to detect when it's changed• If you want to change the tab through code (for example, if you have a list of tab buttons next to the container), you can call the switch_tab(tab) method• You might also want to hide the horizontal scroll bar, as it does nothing• If you want to be able to swipe on tabs, make sure to set all of the children containers' mouse filter to "Pass", so it detects input
This tool allows you to quickly import animations from an Aseprite JSON file and spritesheet. Updated for Godot 4 Beta 5.
Provides icons for all major controllers and keyboard/mouse actions, with an automatic icon remapping system.
Intuitive UI design workflow in Godot.Import/manage font source files and styling UI directly in the editor viewport.This version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/UIDesignTool/tree/godot3) branch for older versionv0.3.0:Port to Godot 4.0v0.2.2:Exlcude unwanted files from export & Fix null exception when set font to RichTextLabelv0.2.1:Minor bugfix, handle null exception when selected non-Control node, exclude unwanted files from asset libraryv0.2.0:UIDesignTool now support batch edit with toolbar & Vertical alignment.Other than that, this release mainly focus on improving v0.1.0, in terms of UI, efficiency & bugfixing.For more details, check out (https://github.com/imjp94/UIDesignTool/blob/master/CHANGELOG.md)Note: Users updating from v0.1.* to v0.2.* might needs to specify font resource directory again, due to a bug which has been tackled in v0.2.0
A basic plugin to automatically import all frames from an AnimatedSprite as animations in an AnimationPlayer, with the appropriate FPS. It adds a section under AnimationPlayer's inspector to import frames from AnimatedSprites in the scene.
( Join Discord ! https://discord.gg/SWg6vgcw3F )This plugin is an implementation of well-known Behavior Trees, allowing game developers to create AI-Like behaviors for their NPCs.In addition to provide all behavior tree base nodes, this plugin also brings additional helper nodes that avoid to create custom ones.BE CAREFULL : Due to breaking change in GDScript annotations,- Versions 1.X.X are compatible with Godot 4 beta 12 and inferior- Versions 2.X.X are compatible with Godot 4 beta 13 and superiorYou can manually download old releases on Github at https://github.com/AdrienQuillet/godot-yet-another-behavior-tree/releases*Changelog*========**3.2.0****Enhancements:**- #35 : Create a reset function on BTRoot and Blackboard**Bug fixes:**- #37: Not working on Godot 4.1 beta 3- #36: Can not export project in release mode**3.1.0****Enhancements:**- #27 : Add a way to disable BT nodes- #28 : Improve Behavior Trees core performance up to 2 times- #29 : update gitattributes to exclude unneeded files when addon is exported**Bug fixes:**- #26 : fix orphan nodes generated by behavior trees**3.0.0****BREAKING CHANGES:**- #11 : 3D game compatibilityIf you have created your own behavior tree node, like extending `BTAction` or `BTCondition`, `tick` methods should now be`func tick(actor:Node, blackboard:BTBlackboard) -> int`**Enhancements:**- #22 : Add node description in the editor- #23 Provide BTNode script template**Bug fixes:**- #21 : Godot 4 Beta 17 breaks typed arrays **2.0.1****Enhancements**- Add examples in Github Repository- Add Discord server to request support, share things**Bug fixes**- #12 BTSequence save_progression is not working- #15 BTRoot : when added to a Scene tree, enabled is always false- #16 BTConditionBlackboardValuesComparison : exported enum operator is broken using Godot 4 beta 16- #19 BTRoot : setting blackboard from script does not use the given blackboard instance**2.0.0****BREAKING CHANGES:**- #10 : Godot 4 beta 13 broke annotation placement in GDScript**1.1.2****Bug fixes:**- #9 : BTBlackboard : can get a reference to an invalid node when getting data**1.1.1****Bug fixes:**- #8 : BTActionCallable : expression result not working when returning an int**1.1.0***Enhancements:*- In nodes that can use Godot expressions, the variable `delta` can now be used. It makes reference to the delta value, as `float`, that is passed to `_process` and `_physics_process` methods. Affected nodes: - BTConditionCallable - BTActionCallable - BTActionBlackboardSet- #7 : Add a condition node that can call an existing function and take this function result as condition result- #6 : Add an action node that make a call to an existing function**1.0.3***Bug fixes:*- #5 BTRoot : when setting actor_path from script, it's not possible to set a path outside the current scene- #4 BTRoot : set actor_path from script instead of Inpesctor cause underlying _actor to be always null**1.0.2***Bug fixes:*- #3 Custom performance monitor in BTRoot produces erros when node is removed from tree**1.0.1***Bug fixes*:- #1 : BTRoot doesn't work : StringName behavior change in Godot 4 beta**1.0.0**- Initial release
Create squishy Softbody2D that can simulate bouncy or deformable or breakable bodies.If you want Breakable Softbody2D add RigidbodyScript field to breakable_rigidbody2d.gd(done in inspector at SoftBody2D/Rigidbody/Rigidbody Script) , which you can also extend.Add Softbody2D script to Polygon2D with texture. Click bake.
A custom 2D node that creates a trail.Is it something you could code in 5 minutes? Yes, but I made this to save those precious 5 minutes.
A plugin for Godot 4 that will add a simple configurable vision cone to 2D entities. It can be used for example to simulate the vision of enemies in a stealth game.Check out the full description on https://github.com/d-bucur/godot-vision-cone
A Bowyer-Watson algorithm implementation for Delaunay triangulation for Godot.Also generates Voronoi diagram from triangulation, including neightbour cells scanning.Written as a single GDScript file.
Spritesheets from the Open Duelyst repository, with the frame data converted from XML to Godot Spriteframes for convenient use in AnimatedSprite2D and AnimatedSprite3D.The recently open sourced game Duelyst contains over 600 pixel art units, split in 6 factions and neutral, with attack, idle, running and death animations. Also includes animated icons and effects.If you need the remaining assets, download them from the original repository at https://github.com/open-duelyst/duelyst.
A plugin for Godot 4 that allows you to see and test your Inputs.IntroThis Godot 4 plugin provides an indispensable tool for monitoring and testing your GamePad inputs. The plugin features a drag-and-drop HUD, which you can easily place in your game and view all of the inputs being pressed on your controller. It supports game controllers from PlayStation, X-Box, and Nintendo, so you can use it with any of your favorite controllers. The HUD displays not only button inputs, but also analog stick positions, the pressure value of the triggers, and even the rumble vibration, giving you a comprehensive view of your controller's inputs. This plugin is particularly useful when you want to see or demonstrate which inputs are working, or if you just need to test the rumble vibration. Whether you're a seasoned game developer or just starting, this plugin is a must-have tool that will simplify your workflow and help you bring your games to life.How to installIf your project doesn't have one, create a folder called "addons" in the main project folder. Download the plugin folder, paste it inside this folder, and then go to the plugin menu under "Project -> Project Settings" and enable the "ControllerInputViewer" plugin.How it worksOnce enabled, the "ControllerInputViewer" node can be found inside the 2D Node. Once you place it in your scene you will notice that nothing will appear in your scene. This is because the node is only activated when you play the game. It is recommended that it be placed in front of all scenes, including outside your ViewPort if you are using it to isolate the node of your game. This way the plugin will work better with the window dimensions of your project. Once started, the "ControllerInputViewer" node will appear as a 2D HUD floating in your scene. If you want to place it in a specific location on the screen, you can simply click on it with your mouse and move it. If you click on the first button, which is probably set to "X-Box", you will switch the layout of the other buttons depending on which console is selected. At the bottom of the HUD, you will find the "Vibration" button, where you can test if the vibration of your controller is working. The rest of the buttons are self-explanatory, following the layout of the standard controls.PresetsIn the Inspector menu you can set some presets for the use of the "ControllerInputViewer". These are:Hide Hud: If this option is not selected, the HUD will be hidden as soon as the game starts.Hide Hud Command: This option allows you to enter the name of an Input created in the Inputs list to enable and disable the HUD.Hide Controller List: If this option is enabled, every time the game starts it will show in the Output tab how many controls are connected.Up Scaller Hud: This option allows you to use an Input created in the Inputs list to increase the size of the HUD.Down Scaller Hud: This option allows you to use an Input created in the Inputs list to reduce the size of the HUD.Hud Scale: Pre-determines an initial value for the HUD.CreditsPlugin created by: Erick FirezacButton-based assets created by: Arks
The Rotor is a node making its children rotate with different useful properties. Very useful to design levels with objects moving in circle.Features include:1. Keeping the child's rotation when the parent rotates.2. Rotations can be 360° but also more/less3. Once it rotates the amount you choose, it can either loop back from the start or start rotating backward.4. Choose the number of rotations.5. You can enable the Rotor's effect on nodes that aren't its children or disable it on some of its children.6. Can flip (horizontal/vertical) nodes past a certain angle.7. Rotation can be standard or use tweensIt comes with a showcase scene where you can see all the properties in action and also full documenation which you can read here : https://docs.google.com/document/d/1y2aPsn72dOxQ-wBNGqLlQvrw9-SV_z12a1MradBglF4/edit?usp=sharing
The MenuBar is a custom control node which serves to provide useful encapsulation for multiple MenuButtons, mainly for creating a menu bar.As icing on the cake, it also makes setting shortcuts for items in these menus not a painful experience.
Godot Plugin for a touchscreen optimized camera control system for common 2D top-down strategy games. (Works also with mouse when "Emulate Touch with Mouse" is enabled)