Allows you to easily create polygon
A tool for lossless compression of sprites with identical regions.Use SpriteDicing to split a set of sprite textures into units, discard identical ones, bake unique units into atlas textures to then seamlessly reconstruct the original sprites at runtime, without actually keeping original textures in the build.The solution significantly reduces build size when multiple textures with identical areas are used.
Create custom easing curves for tween interpolation.
Icon Widget adds an in-editor Iconify browser to Godot: search and preview icons without leaving the editor, then replace the selected widget icon in one click. It also supports local SVG/PNG files and quick import to project folders.
A Godot editor tool that streamlines the creation of frame-based animations from sprite sheets.
a godot deungeon creation tool
A collection of plug and play game component to help speed up game development
A Godot 4 GDExtension written in C++ that provides lightning fast 2D spatial queries for nodes in a scene. It maintains a uniform grid refilled on the physics tick (at adjustable time intervals). It lets you efficiently query nodes by their position offering functions like: get_closest(...), get_random(...), get_next(...),...Check the github repository for more information...
A flexible scene transition manager, built in C#. Includes a variety of shader based transition styles and animations. Uses a fluent API for easy transition configuration. User extensible.
MetroCamera2D is a subclass of Camera2D that allows the user to define regions of the world that can constraint and override the camera's settings individually.Constraints can have different forms:- Area defined by a Shape2D or a Polygon2D- Fixed path defined by a Path2D node- Fixed point defined by a Marker2DOther supported features include: offseting, smooth interpolation, mouse-based look-ahead ...
DragDrop2D is a simple GDScript framework to allow the player to drag/drop CharacterBody2Ds around.
A Camera2D inheriting node that allows for an attached Window node to have it's screen position and size corelate exactly to this node's global_position and camera size.This supports both embedded and native windows, and allows for the screen offsets to be relative to the virtual screen space or the SceneTree.root. This also ensures that the positioning and resizing of the window works both ways, allowing for full use of the native OS's window handles.Due to heavy implementation changes introduced in Godot-Spyglass v2, Godot-Spyglass v2 is not backward compatible with Godot-Spyglass v1. This also means that compatibility with Godot v4.5 is no longer supported.