Adds a new cone shape based on ConvexShape3D
A simple Godot 4.3 FPS Controller.Features:- Camera Tilt- Mouse Smooth- Sprint- Jump- Interact
A 3D drop-in replacement for the Godot engine that adds stability and fluids. This version is cross platform deterministicThis version does NOT have:- SIMD (Single instruction, multiple data) operations for even faster performance- parallel solving.This version is more an advanced version and it's not for normal use cases.
This is a simple Third Person Character Controller that you can drag and drop into your projects.I uses a character from the amazing Kenney.nl's Mini Characters 1 pack so is fully animated and a great starting point for your third person projects
3D and 2D orbit camera system based on virtual cameras. Vaguely inspired by Unity's CineMachine, but following Godot's principles of simplicity and extensibility.
Addon for tile-based 3D level creator in engine. Includes vertex editing, simple face texturing and automatic collision.Support to version 4.2 & 4.3Features:- Vertex editing.- Easy UV properties.- TileMap Layers.- Auto-gen collisions.- Full Mesh data edit.Version 1.5- Added UV editor to a BrushForm Node.Version 1.4- Fixed bugs.- Added Vertex Gizmo.- Added an "Add BrushForm" button in the inspector (by Smorty10).- Now a "BrushForm" can be drawn with a separate primitive type.
This is the Godot OpenXR Vendors plugin which contains:- platform dependent loaders for Android based XR devices- implementations of vender extensionsFor Godot 4.2 only.
For a GDScript version, check out https://github.com/ColormaticStudios/quality-godot-first-person-2Credit to LocoNeko for translating it to C#This asset is the result of https://github.com/ColormaticStudios/quality-godot-first-person-2/discussions/12It is highly customizable and comes with many features, QOL, and clean code.FEATURES:In-air momentumMotion smoothingFOV smoothingHead bobbingCrouchingSprinting2 crosshairs/reticles, one is animated (more to come?)Controller/GamePad support (enabled through code, see wiki)
Verlet-based rope implementation with advanced physics for the Godot 4.0+, similar to the one seen in Half-Life 2. Features1. Verlet integration based particle simulation.2. Full rope simulation within the editor.3. Adjustable number of particles, length, width and iterations for the rope.4. Support of changeable simulation rate, always clamping to the physics rate.5. Flat mesh generation, always faces the current camera in play mode.6. Automatic tessellation using Catmull-Rom splines.7. Support of VisibleOnScreenNotifier3D.8. Integration of different forces: gravity, wind and air damping.9. Advanced performance-friendly slide collisions with adjustable parameters based on a single raycast per rope particle for static mode and O(n) (n - amount of dynamic bodies inside rope AABB) raycasts per particle for dynamic mode.
See README.md for more details, and documentation on each tool object.## WHAT THIS TOOLKIT PROVIDES:- **Modules to work with hand poses:**- Create your own templates of hand poses as Resource, and use them for recognization.- Match tracked-hand pose to templates you created in realtime.- **Module for object picking:**- Defines where object can be picked and what hand pose allows picking.- Snapping object to hand when picked - Supports 3 pickup modes:+ *On pose change*: Change your hand pose to pick up object. Useful for grabbing gesture.+ *On touch*: The object gets picked up when touched+ *Ranged pickup*: Work like *On pose change*, but use Raycast. - A template for pickable objects. You can customize its behavior to fit your needs.## WHAT THIS TOOLKIT LACKS:- Pickup doesn't work with controllers. - Closest-object highlighting.- Good physics for hand.
This plugin provides a handful of handy cameras for prototyping racing games. It creates an autoloaded singleton that automtically manages the cameras and allows you to switch between them.There are four vehicle cameras:- RacingChaseCamera - a camera that chases the vehicle- RacingMountedCamera - a camera that allows you to switch between multiple user-defined positions on the vehicle- RacingOrbitCamera - a camera that orbits around the vehicle, controlled with the mouse- RacingCockpitCamera - a cockpit camera, which you can look around with, using the mouseAnd one external camera:- RacingTrackCamera - a camera that automatically switches between user-defined positions around the track in order to follow the vehicle.Check out the documentation for more information, and the example scenes to see all the cameras in action.
A procedural mesh fragmentation algorithm that allows for the fragmentation of RigidBody3D objects. When triggered, the object can be swapped out with pseudorandomly generated fragments to simulate destruction.