Converts CSG shapes in a scene without any setup.Adds a button to the 3D editor, visible while CSGs are selected.Convert selected (or all) CSG shapes to mesh instances or static bodies, while keeping the scene structure intact. Can read Use Collision to decide automatically.Will carry over settings and child nodes.Full Undo-Redo-Support.
This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in C++ and can be used with GDScript or C#.= Features =3D:* Arrow* Billboard opaque square* Box* Camera Frustum* Cylinder* Gizmo* Grid* Line* Line Path* Line with Arrow* Plane* Points* Position 3D (3 crossing axes)* Sphere* 3D TextOverlay:* Text (with grouping and coloring)Precompiled for:* Windows* Linux (built on Ubuntu 22.04)* macOS (10.15+)* Android (5.0+)* iOS* Web (Firefox is supported by Godot 4.3+)This addon supports working with several World3D and different Viewports.There is also a no depth test mode and other settings that can be changed for each instance.This library supports double-precision builds, for more information, see the Documentation -> Double Precision.= Examples and documentation =During installation, you can unpack the "examples_dd3d" folder and examine its contents or go to the online documentation via 'Project - Tools - Debug Draw - Open the Documentation'. A list of all functions is available in the documentation inside the editor.!! Restart the editor after installation! !!
Set up your joystick to control the CharacterBody3D. This node should be added as a child of CharacterBody3D, and you should configure your joystick in the Godot inspector (it comes pre-configured).How it works:The left joystick moves the CharacterBody3D, the right joystick rotates the SpringArm with the camera, the A button makes the character jump, the R button locks the camera, and holding the L button switches to first-person view. There’s no need to create a SpringArm and camera, as this is already handled.Note: Character Control already applies gravity to CharacterBody3D, so you should not add another script that handles gravity.
This script operates a camera in a 'Transport Fever' way. And can be controlled by keys, mouse and mouse pad. Following features are implemented:- Movement LEFT/DOWN/UP/RIGHT (keys: 'A/S/W/D' /mouse[pad]: left/down/up/right with right button)- Pan CCW/CW (keys: 'Q/E' / mouse[pad]: left/right withmiddle button [key 'CTRL'])- Tilt UP/DOWN (keys: 'R/F' / mouse[pad]: up/down withmiddle button [key 'CTRL'])- Zoom OUT/IN (keys: 'Z/X' / mouse[pad]: scroll up/down [2point pinch/release])- Interlocking of contradictional movements- Optional edge scrolling LEFT/DOWN/UP/RIGHT and debuginformation- Configurable speeds/initial positions/limits/inversion ofmovement direction
Strobe Lights allows you to add strobing effects to any Light3D node. Customize the flashing frequency and control the light’s energy, color, and intensity.Simply attach the StrobeLight3D script to any Light3D node.
This is a simple drag and drop arcade style car and a follow camera.This is designed to get you up and running quickly with your game ideas.
Adds three new types of mesh "Icosaedron Sphere", "Octaedron Sphere" and "Cube Sphere" for MeshInstance3D. Plugin can easily generate spheres with configurable UV map and count of poligons. Meshes Inspector panels are quite similar to default UV-Sphere. Improved version of my old "Icosaedron Sphere (IcoSphere) Mesh" plugin with better scripting API and faster sphere-gen system.
# 3D Controls Toolkit3D Controls plugin For Godot 4.5:Includes:* First Person Controller* Third Person Controller* Side-Scrolling Controller* Top-Down ControllerPlug-and-Play* just add as a child of the Character3D node, and it will work.* Requires the following actions on input map: "up", "down", "left", "right", optionally: "sprint", "jump"those values can be changed on the node inspector.Other configurations:* General (For all control types):* Geometry = Player geometry, if not provided it will look for the first MeshInstance3D sibling, if doesn’t exist will not handle geometry movements.* Jump (For all control types):* Jump Height* Jump time to peak = Time to reach the top of the jump* Jump time to descend = Time fall* Variable Jump = If the jump can be interrupted by releasing the jump action key* Air control on jump = If player can be controlled in middle-air* Coyote Time = time that player can jump after leaving a platform* Jump Buffer Time = time that player can activate jump before hit the ground* Movement (For all control types):* Walk Speed* Sprint Speed* Acceleration* Deacceleration* Movement Type = "Move and Slide" or "Move and Collide" or "None" (Movement must be handled on player code)* Dash* Wall Climb* Double Jump* First Person:* Mouse Sensitivity* Turn Speed* Rotation Type = Rotate player or just the geometry* Horizontal Offset * Vertical Offset* Custom Camera (Optional)* Max Camera Angle* Min Camera Angle* Third Person:* Mouse Sensitivity* Turn Speed* Rotation Type* Horizontal Offset* Vertical Look at Offset* Start Angle* Custom Camera* Max Camera Angle* Min Camera Angle* Spring Length (camera)* Custom Camera (Optional)* Side-Scrolling* Turn Speed* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Camera Look at Player* Camera Lock Y Rotation* Camera Max Boundary* Camera Min Boundary* Spring Length* Angle (Camera)* Horizontal Offset* Vertical Offset* Custom Camera (Optional)* Top-Down* Action Type = Use actions to move or move to mouse click* Floor Group = Required to find floor StaticBody3D to handle mouse click on click mode.* Turn Speed* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Spring Length* Angle (Camera)* Horizontal Offset* Vertical Offset* Custom Camera (Optional)Check out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
3D Enemy Toolkit For Godot 4.3Includes:* Follow Target 3D* Simple Vision 3D* Random Target 3DSee examples to see full implementation.Configurations:* FollowTarget3D:* signal: ReachedTarget(target : Node3D) => If target was reached, uses ReachTargetMinDistance* Speed : Movement Speed* TurnSpeed : Turn Speed* ReachTargetMinDistance : Distance to target to emit ReachedTarget signal* SimpleVision3D:* signal GetSight(body : Node3D) => When Target it's seen * signal LostSight => When Target it's lost * Enabled : If is enabled* LookUpGroup : Group to lookup* Distance : Vision distance* BaseWidth : Vision Shape Base Width* EndWidth : Vision Shape end Width* BaseHeight : Vision Shape Base Height* EndHeight : Vision Shape End Height* BaseConeSize : Vision Shape Base cone Size* VisionArea : optional CollisionShape3D with vision shape, if set ignores other shape configurations.* RandomTarget3D:* MinRadius : Minimum radius for the target* MaxRadius : Maximum radius for the target* MaxAngleRange : Minimum angle range for the next target* MinAngleRange : Maximum angle range for the next targetCheck out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
A Godot plugin with a custom Sprite3D type and a shader that avoids clipping when using billboards
A add-on which can quickly be added to your 3D project to have a spring based grappling hook system similar to Unity
A simple to use class that enables your CharacterBody3D to handle stairs and custom gravity direction properly.***### InstructionsUse my script template to understandUse instead move() instead of move_and_collide()Use local_velocity instead of velocity