This plugin lets you grab the last X seconds of your game and review it right in the game or export it to GIF. Great for testing, for marketing, for your customers to share their exciting moments.You can set the button that opens the menu
A threaded, node-based download manager plugin for Godot 4.2+ with intelligent caching, sequential group downloads, and a runtime singleton API.
This addon adds three new container classes implemented in GDScript. Use for better performance in specialized applications when the built-in Array and Dictionary do not suit your needs.The aim is to provide a middle-ground for performance and ease of use. Specialized applications may want to use another language binding instead.- Deque or double-ended queue has efficient insertion and deletion from both the beginning and the end. It works well as a drop-in replacement for Array.- LinkedList has fast insertion and deletion from anywhere but slower access.- PriorityQueue allows moderate insertion speeds but only allows removal of the largest element (or other custom criteria). This is preferable to maintaining a sorted list.Documentation is built-in and can be found through the editor's F1 search menu.The addon probably works in any Godot 4.x version but iterators will not work properly until 4.4.
Godot wrapper for interacting with rpg.actor!Autoloads Included:- `RpgActor` - rpg.actor API wrapper- `ATProto` - minimal AT Protocol wrapper- `ATProtoOAuth` - wrapper for handling browser-based AT Protocol Oauth flow- `XRPC` - wrapper for HTTP and XRPC callNodes Included:- `RPGActorSprite2D` - extends `AnimatedSprite2D`, generates sprite sheet based on rpg.actor handle provided as well as animations for movement- `RPGActorSprite3D` - extends `AnimatedSprite3D`, generates sprite sheet based on rpg.actor handle provided as well as animations for movementAnimations:- `walk_down`- `walk_left`- `walk_right`- `walk_up`
A library for saving and loading game state in Godot 4, with pluggable save file formats and a focus on ease of use.
Generators for StringName and NodePath in Godot 4.Example:```cs// Allocates a new StringName every time.Input.IsActionPressed("move_forward");// Allocation free!Input.IsActionPressed("move_forward".AsStringName());```Install the library through NuGet: https://www.nuget.org/packages/GodotStringIntercept
Runtime-focused Godot client for Quantum API v1. It supports health checks, text transform, gate execution, backend listing, transpilation, and circuit job submit/status/result for simulator and IBM workflows. Designed for shipped games with backend-proxy mode, with optional direct API-key mode for local/dev use.
A GDScript Autoload singleton enabling bidirectional, event-driven communication between a Godot 4 WebAssembly game and a React / Next.js parent window via postMessage.Works alongside the react-godot-bridge npm package (npmjs.com/package/react-godot-bridge).USAGE:β’ Receive from React: ReactBridge.on_react_event.connect(_on_event)β’ Send to React: ReactBridge.emit_to_react("player_died", { "score": 1500 })FEATURES:- Bidirectional postMessage transport- JSON envelope protocol with secret key validation- Origin restriction for production security- Decoupled signal bus β scenes connect to signals, no browser awareness neededINSTALL:Enable the plugin in Project β Plugins, then add ReactBridge as an Autoload in Project Settings.
Adds property and expression labels to make debugging and displaying game info easier.
A collection of simple Godot Control nodes that corelate to the volume or mute states of and audio bus in the AudioServer.
A collection of simple Godot Control nodes that allow for controlling the max fps cap.
A simple addon for formatting numbers with thousand separators.Example: 1000000 β 1,000,000