Godot implementation of the glTFX Reference Format, also known as glTF External Reference, glTF Experience Format, or glXF. The glTFX format allows for referencing external glTF files, and also other glTFX files, allowing for a nested scene hierarchy of arbitrary depth, with its leaf scenes being glTF files. https://github.com/KhronosGroup/glTF-External-ReferenceNote: The glTFX Reference Format is still a work in progress and is not yet ratified by the Khronos Group. Until glTFX is finalized, this addon should be considered experimental and subject to change at any time to comply with the latest iteration of the draft specification.For full functionality, this addon requires Godot 4.4 or later with this PR. https://github.com/godotengine/godot/pull/94603 It can be used with Godot 4.3, but the export settings will not be available.
A simple Godot 4.3 FPS Controller.Features:- Camera Tilt- Mouse Smooth- Sprint- Jump- Interact
Actually good first person controller for the Godot Engine. MIT License (credit Colormatic Studios)This first person controller was made because there aren't many first person controllers for Godot, and the ones that do exist are pretty bad.It is highly customizable and comes with many features, QOL, and readable code.Move with WASD, space to jump, shift to sprint, C to crouch.FEATURES: In-air momentum Motion smoothing FOV smoothing Head bobbing Crouching Sprinting 2 crosshairs/reticles, one is animated (more to come?) Controller/GamePad support (enabled through code, see wiki) In-editor tools (enable editable children to use)If you make a cool game with this addon, I would love to hear about it!Check out the Colormatic Git page for a wiki and more.https://git.colormatic.org/ColormaticStudios/quality-godot-first-person
Adds jiggle physics to a Skeleton3D bone using SkeletonModifier3D nodes.DMWBWiggleRotationModifier3D: Rotates the bone around the current bone pose. The current pose direction acts as the spring's rest position.DMWBWigglePositionModifier3D: Moves the bone around the current bone pose without rotating. The current pose position acts as the spring's rest position.
A collection of several helper nodes to extrude 2D profiles, 3D meshes, and MultiMesh instances along paths. Implemented as a C++ GDExtension with built-in documentation.
3D Inverse Kinematics (IK) for Godot 4.3+!Supports scriptable constraints and multiple chains.
A simple to use class that enables your CharacterBody3D to handle stairs and custom gravity direction properly.***### InstructionsUse my script template to understandUse instead move() instead of move_and_collide()Use local_velocity instead of velocity
player controller with sprint and jump function.
Purely Ambience is a dynamic audio plugin for Godot that automatically adjusts ambient sound levels based on player proximity. With built-in priority controls, optional muting of non-critical sources, and in-editor debug visualization, it gives you straightforward, responsive soundscapes to boost immersion in your game.
ProtoShape is a Godot plugin that adds a library of dynamic shapes like ramps and stairs to quickly block out your maps and iterate on your ideas. ProtoShape is relying on the built-in CSG shapes to generate custom stairs/ramps. Custom dynamic nodes can also be created using the ProtoGizmo system.
3D Custom Character Creator for Godot 4.3 Humanizer Wiki - https://github.com/NitroxNova/humanizer/wiki Humanizer Discord - https://discord.gg/MN5vJtJYD5How to Help:ReignBowGames Patreon - https://www.patreon.com/ReignBowGames
Gizmo3D aims to encapsulate the Godot Engines 3D move/scale/rotation gizmos into a customizable node for use at runtime. The major differences are that you can edit all transformations at the same time, and customization options have been added. The selection box and axes can be toggled, colors changed, snapping intervals changed, and more. It is available in both C# and GDScript.Gizmo3D is largely a port of C++ code from the Godot Engine source. The license for the Godot Engine can be found at https://godotengine.org/license/.