Let's you control your Philips Hue lights from within Godot games.Find the documentation at https://github.com/FilipLundby/Gohue
A Godot port of Dicebag by 8bitskull, originally in Lua for Defold. An addon containing probability functions designed specifically for games. Refer to the README for more information.
This script allows the creation of very BIG numbers, like those you see in idle games. It supports formating to AA-notation like 2.00M, 4.56AA or even bigger numbers.Make sure to get the latest version from Github.
Access Gotm's API with GDScript!=== INSTALL ===Add Gotm.gd to your autoloads at "Project Settings -> AutoLoad". Make sure the global autoload is named "Gotm". It must be named "Gotm" for it to work.
Godot-Stuff Logger (gs_logger)A GDScript based logging utility, it provides a very low level way to debug your Games. There are different Appenders and Layouts available that let you control how the logger output is delivered.This latest release is now installed like a proper plugin. Activate the Logger by going into your Project settings and activating it.Note: Cyclical errors have been correct and a restart of Godot should no longer be required when adding this asset.Features* low overhead* simple to include in your projects* eight different logging levels* output to console or filesystem* html output available (experimental)This version supports the Godot Version 3.2 releases.For more information follow this linkhttps://gitlab.com/godot-stuff/gs-logger/-/blob/3.2/README.md
Here is a utility that allows recive messages and commands from the Twitch's Chat. This utility can send messages too.You can find a example in the Example folder.
This plugin adds Agones SDK functionality to GDScript.With this plugin you can call Agones SDK functions using GDScript to create your dedicated server powered by Agones and Godot Engine.
A nativescript implementation of Redux for Godot.
Lite wrappers for Firebase App, Firebase Auth, and Firebase Database. (No Firestore or Cloud Storage as of yet.)Godot Firebase Lite promotes the pattern of using yield() for all of the CRUD methods (which saves a lot of signal wiring).INSTALLATIONIf installing from Godot's AssetLib Package Installer:1. Unselect all files and then select only the folders you need: - firebase_app_lite (required) - firebase_auth_lite (optional) - firebase_database_lite (optional)2. Create a `firebase` global namespace (AutoLoad Singleton) by going into Project Settings > AutoLoad tab, and add a new entry with the following settings: - Path: res://firebase_app_lite/firebase.gd (or wherever you put it) - Name: firebase (note this is all lower case) - Singleton: [x] Enable3. See https://github.com/juanitogan/godot-firebase-lite for usage
INPUTS: "forward""back""left""right" "crouch""jump"This is a character controller that mimics the older "broken" version of move and slide. It has a constant move speed on slopes rather than the "correct" decelerating on ascent and accelerating descent and will stop on slopes below the max climb angle. Also supports bunny hopping and air strafing. Uses mouse for look. Max climb angle, move speed, acceleration, and friction all set with exports. Crosshair is available standalone at https://github.com/0xspig/CrosshairShader
JSON Configuration File is a plugin for Godot that aims to aid reading user input via a JSON file. Using a JSON file as a way to configure your Godot application would allow your users to share configuration files. Minecraft is a remarkable example that uses JSON files to configure certain aspects of the game, such as block models.The definition of JSON Schemas inspired this plugin. However, instead of using a JSON file to define the structure of a JSON, it takes a coding approach. This approach has the advantage of allowing more features.
This script allows you to load entire levels and all required assets while playing cutscenes. The attached demo shows a movie, after a while (specifically after reloading assets into temporary memory) a button appears. Clicking it will take the player to the test scene. It does not work on the network because threads are not supported there, and may stutter when loading more complex scenes, or just switching to another scene, e.g. when it was created using the HeightmapTerrain plugin from Zylann.Now this includes the C# version from nonunknown