Add a developer console to your game. Requires Godot 4.0+ .NET.This system gives you the ability to do a lot of things already and is very easy to extend. Check out the YouTube video for a feature overview and instructions for adding your own console commands.
Godot 4 simple FSM implementation for gdscript purists
Godot Resource Groups is a library for dynamically loading resources in Godot. In Godot you can only load resources if you know their paths in advance. This means you will need to hard-code all resource paths. This is not only error-prone it also prevents bulk-loading of resources unless you hard-code each and every resource path.With this library you can define resource groups - a set of resources that belong together. You can then load these resources from your game code with a single line without having to hardcode the paths to the resources and doing any directory scanning. This is useful in a variety of situations:- you want to load all resources in a folder (e.g. all levels in your game to make a level selection screen)- you want to pre-load resources to avoid stuttering when loading them for the first time- you want to load resources from a mod without hard-coding any pathsResource groups are defined with path expressions and wildcards so they are resilient to changes in your project structure and automatically update when you add, remove or rename resources.
Addon for creating skill trees and level selection menus, with an in-viewport editor. Features:- Paths: lines, arcs, and Bézier curves- Graphs with a custom arrangement of points and connections- Move points right in the editor viewport, with snapping and a right-click menuSetup:- ⚡ You must enable the plugin! Project -> Settings -> Plugins- Add a WorldmapView to your scene.- Add some worldmap items as children of the WorldmapView. WorldmapGraphs offer a branching tree/graph structure where nodes and connections can be added anywhere. WorldmapPaths are a non-branching path: a line, an arc, or a Bézier curve.- If you have multiple worldmap items, connect them by placing an empty point above a non-empty point (it's empty if data is set to <empty>. Point index is shown above it if it's selected). If in a WorldmapGraph, you must right-click it to mark as an end connection.- Use WorldmapView's methods! Check out the example/ folder for example usage.
Onscreen Output is a logging tool made for Godot 4 that allows you to print messages to the screen for debugging and development purposes.It is a fork of Screen Console by joaoh82.
First available version of the plugin, bringing Game Jolt API support to your games. For Godot Engine 4.x, tested on 4.0.x versions
A simple asset for managing pause/resume using Signals.
Easy tween
Auto opens a pinned Debugger tab on project run.To pin a tab, press the newly added Pin Tab button on the Debugger tab bar.You can unpin by either pressing Unpin, or pressing the blue pin on the pinned tab.You can also shift the pin by going to a new tab and pressing Shift Pin.This plugin overrides editor setting "run/output/always_open_output_on_play".If the plugin seems to fail, try editing the first variable "time_until_open", it might depend on your PC.
Auto opens a pinned Debugger tab on project run.To pin a tab, press the newly added Pin Tab button on the Debugger tab bar.You can unpin by pressing Unpin.You can also shift the pin by going to a new tab and pressing Shift Pin.This plugin overrides editor setting "run/output/always_open_output_on_play".If the plugin seems to fail, try editing the first variable "time_until_open", it might depend on your PC.For 3.x users, make note that this plugin will cancel out the yellow/red icon on Errors tab if pinned, and the pin may disappear on project run.That is only visual though. And due to the feature not existing, pressing the blue pin on a pinned tab to unpin it isn't in this version.
Better Find in Files and Quick Open.