This is the native Godot plugin of the Sprite Fusion tool suite. Use it for generating pixel art sprites and animations directly inside the editor.
A **reusable atmosphere kit for 2D Godot scenes** — a shader sky with a sun/moon and day-night cycle, drifting volumetric clouds, rain / snow / fog, reflective water that laps a beach or flows as a river, procedural terrain, and scattered vector props. Assemble a whole scene from code with one builder call — deterministically from a seed — and optionally make it *live*, with the sun tracking across the sky and weather fronts rolling in.
Lit is an alongside replacement for Godot's built-in 2D lights. It keeps the parts you like (add a node, set some values, done) and fixes the part you don't: the hard cap of ~15 lights per object. Light a whole scene with as many lights as you want, get real soft shadows, and stack on a pile of post-processing — all without leaving the node workflow.
A simple elliptical shadow node for Godot 2D games. Perfect for actor ground shadows, props, pickups, or any Node2D that needs a round shadow under its feet.## Why Use Simple Shadow 2D?This plugin gives you an easy-to-use customizable eliptical shadow you can use for any actors in your game.- Elliptical shadows with width, height, and offset control.- Stepped shadow layers for stylized fall-off.Visit the repository for more information:https://github.com/shoyguer/simple_shadow_2dRead the documentation for class reference, and code examples:https://github.com/shoyguer/simple_shadow_2d/wiki
This addon offers a variety of ways of creating differently-shaped 2D mazes, as well as different algorithms to generate the maze within the shape.
To support large game worlds without sacrificing performance, I developed a chunk loading system for my game and I want to share that technology with you.As the player moves through the world, the system continuously determines which chunks should exist based on a configurable loading radius.The chunk loader supports dynamic streaming of TileMapLayer tile data. When a chunk enters the active range, its tile data is loaded into the appropriate TileMapLayers. When a chunk leaves the active range, its tiles are removed from memory.This allows the game to render only the terrain surrounding the player instead of loading the entire world at once. The result is significantly lower memory usage and improved performance, even with large open worldsIn addition to terrain streaming, the system supports loading and unloading scenes as resources. Each chunk contains references to scene resources representing world objects.When a chunk becomes active, the associated scene resources are instantiated and added to the world. When the chunk is unloaded, those instances are automatically removed.Because objects are stored as resource references rather than permanently existing in the scene tree, thousands of potential world objects can be managed while only a small subset remains active at any given time.
# Human 2D Skeleton RigContains a `Skeleton2D` with bones for limbs, including toe and hands with 5 fingers.There is also a scene with some example animations with `Polygon2D`.Meet me at the Scalable Vector Shapes 2D Discord Server: https://discord.gg/CDdkVvT2Ff## Ease of useTo make the skeleton's `Bone2D` gizmo's easier to see and manipulate, adapt its `Bone Width` and `Bone Outline Size` via `Editor Settings > Editors > 2D`.
This tool allows you to draw using Line2D inside Godot, to streamline the animation / rigging / drawing process so that it is done inside Godot.
A powerful editor sidebar tool designed to speed up your 2D character setup in Godot 4.### Features:* **One-Click Generation:** Instantly create ready-to-go Platformer or Top-Down CharacterBody2D setups.* **Modular Components:** Easily include optional built-in mechanics like a responsive Dash (Shift key).* **Smart File Cache:** Uses secure FileAccess and filesystem updates to prevent Inspector resource corruption or desync.* **Real-time Localization:** Full UI support for both English and Italian, switchable instantly without restarting the editor.
a JRPG turn based combat system that is supposed to be a drop in solution for godot 4.6
This is a proof of concept project that demonstrates how to setup an object that can be manipulated via multi-touch. This includes setting textures externally, setting a starting bounding size, and setting a click-mask for more intuitive objects with transparency.While this repo is intended mostly as example code, I have attempted to structure it to be usable as an addon. I do not promise to provide support or continue development, but welcome merge requests and forks.I've also included a module for emulating multi-touch via mouse. Click anywhere to create a touch point. Click and drag to move the touch points around. Right click on a point to delete it. Right click outside a touch point to delete all touch points.
Adds a Node for rendering multiple layered textures on top of each other. Supports variants and modulates per-layer, and animations.