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)