Quake .map file support for Godot.Qodot extends the Godot editor to import Quake .map files, and provides a data-driven framework for converting the entities and brushes contained therein into a custom node hierarchy.
"Virtual Camera" addon inspired by Cinemachine for Unity.Create VCameras (green icon) and set their priorities to automatically transition smoothly between them with the highest priority camera being used by VCameraBrains (red icon).Add Effects (blue icon) to your scene hierarchy to easily add screenshake (rotational and/or translational), uniform or cyclic movement, and character tracking (and more!) behavior to cameras (or other objects). See the included example scene for an idea of how to make use of these.
Add an NImate node to the scene to begin - its variables should be self-explanatory.Requires Delicode NI mate. Use default settings with skeleton tracking enabled.Delicode NI mate Installers:Windows - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode_NI_mate_v2.14_Installer.exemacOS - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode_NI_mate_v2.14.dmgUbuntu 64-bit - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode-NI-mate_1.20-ubuntu_amd64.debUbuntu 32-bit - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode-NI-mate_1.20-ubuntu_i386.deb
Allows removing areas of a navmesh defined by scene-placed AABB-nodes (also provided by the addon). Only removes whole polygons whose points fall inside the AABB, does not clip them to their precise bounds (for now?) - see screenshotMainly useful to remove unused floating islands that tend to almost always be generated when baking heightmaps.Quick How to:Add 'AABBNode's (=areas of exclusion) as children of a NavMeshInstance and select the NavMeshInstance. Next to the Bake button in the menu-bar a 'Clip' button will appear.Clicking it will process any existing baked navmesh, so the order is Bake->Clip
SpriteMesh is a plugin for Godot that allows you to create 3D meshes based on a 2D sprite.
Adds a custom 3D mirror node to the engine.The mirrors use additional cameras to render the scene from a mirrored perspective.Mirror properties that can be adjusted: - Tint - Size - Visible visual layers - Player camera - Distortion
This tool does two things:* It creates ragdolls with RigidBodies and Generic6DOFJoints, instead of PhysicalBones.* It implements a simple animation tracer using joint motors, to mimic the popular method of creating Active Ragdolls[1].** WARNINGS AND USAGE ON GITHUB PAGE**The provided joint script is meant to create a Torque Driven[2] active ragdoll, however, given that it is attached to Joint nodes, its behaviour can be reprogramed, and adjusted for your own needs.[1] - https://www.youtube.com/watch?v=HF-cp6yW3Iw[2] - https://www.youtube.com/watch?v=hQub6caVlpY
In-editor level creator based on voxels. After selecting a block from the panel to the left, you can place and delete blocks in your world. This can be used to make voxel based levels!Controls: < Left Click to place blocks>, <shift+left click to erase blocks>
This plugin adds OpenXR support to Godot.Supports Windows, Linux and QuestWorks best with Godot 3.4
In-editor box modeling tools for ArrayMeshes.See https://github.com/jarneson/godot-ply for full documentation.
Character outline displaying addon.1.2 updates:* refactoring source 1.1 updates:* improved in cross with outlined object and hide object.
Barebones FPS player controller for Godot. Stripped down and retooled from 0xspig's old school style character controller to be more contemporary styled and simple. Features include variable settings, coyote time, controller support with response curves, and multiplayer readiness. Made to be easily expanded upon and mostly commented.For more information on project input map bindings, view binds.mdCrosshair by Kenney.