A C# implementation of the PlatformerController2D found in the AssetStore for Godot >=4.2 .Ported from Evan Barac's Godot 4.0 GD version (https://github.com/Ev01/PlatformerController2D)Original description:This is a platformer class with many tweakable settings which can be used to control a 2D character (think supermario 1).## Features- Double jump- Coyote time- Jump buffer- Hold jump to go higher- Defining jump height and duration (as opposed to setting gravity and jump velocity)- Asymetrical jumps (falling faster than rising)(More information at the README.md file)
Add-on for Godot 4 which aids in loading scenes asynchronously (aka: in the background) which allows for animated/interactable loading screens and transition animations.For full usage, see the [Readme](https://github.com/BtheDestroyer/Godot-YASM/blob/main/README.md)This plugin comes with a default "loading" scene, but you can set your own by modifying the "application/scenes/loading_scene_path" Project Setting.## Pre-load SignalsIf you would like to `await` specific `Signal`(s) before switching to a scene after loading it, you can provide it/them in an optional `Array` to `YASM.load_scene(...)`This is useful if you'd like to wait for all players to be ready in an online game or to allow the player to stay on the "loading" screen until they're ready.## TransitionsScene transitions are handled via Godot's `Animation`s on two `AnimationPlayers` within the `YASM` singleton.## Available SignalsIf you would like your code to react to different phases of loading a scene (eg: a multiplayer game would like to tell the server when a player is loaded), the following signals are available in `YASM`:- `out_transition_done`: Emitted after the previous scene's "out" transition is done (or during `load_scene` if there is no "out" transition)- `preload_done`: Emitted when resource loading is complete, but before all awaited signals are emitted or the new scene is instantiated- `load_done`: Emitted after the new scene is instantiated- `in_transition_done`: Emitted after the new scene's "in" transition is done (or immediately after `load_done` if there is no "in" transition set)## Cancelling a LoadIf something goes wrong while doing some manual work during the loading of a scene, you can call `YASM.cancel_scene_load()` (after optionally setting `YASM.last_error`) to immediately cancel loading the next scene and go to the "error" scene instead.
This project is a Godot Engine addon that adds class ProceduralRecoil. This new class make easy procedural-recoil creation possible for 3D games. It is available under the terms of the MIT License.Usage:Attach ProceduralRecoil script to a preferred Node.For latest doc: https://github.com/vi4hu/godot-procedural-recoil
A threaded async loader for Godot resources.Loads a resource in another thread and emits signals.There is a singleton `GsomLoader` - a concurrent loader.And it is possible to create any number of queued loaders - `GsomLoadQueue`. Both have similar APIs.```GsomLoader.finished_load.connect(_handleResource)GsomLoader.changed_progress.connect(_handleProgress)GsomLoader.failed_load.connect(_handleFail)GsomLoader.load_async("res://test.tscn")```See GitHub readme or the root example.gd for more details.https://github.com/raub/gsom_loader
This is an Android plugin for Godot Engine 4.2, providing Godot client support for WeChat Pay's in-app payment. It also supports Tencent's Ad View platform for interstitial ads. Additionally, it includes the ability to copy text to the Android clipboard and paste from the clipboard.
TextureFont is an addon for Godot that allows creating fonts from textures from directly within the editor.This addon adds a new TextureFont resource that defines how each character is mapped to the texture(s). These resources can be used anywhere a font is expected (Such as Label, Button, TextEdit). They allow for fancier, more colorful or more retro-looking fonts over the standard formats.See the repository for more information:https://github.com/Mickeon/Godot-Texture-Font
Adds a very basic implementation of interfaces to GDScript.Only validates at runtime.See full explanation on https://github.com/Mastermori/gdscript-interfaces
XR Kit is a set of addons providing various features for XR development in Godot 4.Complete description and demo project available at: https://github.com/patrykkalinowski/godot-xr-kitPhysics Movement:Physics-based XR movement. Player hands collide with environment and can grab or push physics object in realistic manner. Player body can collide with physics objects and be moved around in space.Hand Gesture Recognition:Real-time recognition of hand poses based on predefined templates.Smooth Input Filter:Applies smoothing to XR hand movement using 1Euro filter. Supports hand and controller tracking. Can be used to reduce microstutter or simulate fake weight by increasing hand movement lag.Cinematic View:Smooth VR preview for recording in native monitor resolution."xr-kit/examples/playground.tscn" implements Physics Movement and Hand Gesture Recognition."xr-kit/examples/smooth_input_filter.tscn" implements Smooth Input Filter.XR Kit has been tested with SteamVR and Oculus (PC and standalone) using Meta Quest 3.
HCoroutines is a library that helps you write game logic in an intuitive way by bringing the concept of hierarchical coroutines to Godot (C#). Its built-in coroutine types are specifically designed for Godot, reducing boilerplate code and increasing readability. At the same time, async methods can also be seamlessly integrated with coroutines.Coroutines are functions that can be paused during execution and then resumed once some condition is met. This allows you to write game logic in sequential steps, defining what logic should be performed when.This library extends the idea of normal coroutines by allowing them to spawn child coroutines. When the parent coroutine is killed, the child coroutines are also stopped.HCoroutines implements this concept in an efficient and optimised way.- Regardless of how deep the hierarchy of coroutines gets, the engine only updates the currently active ones, and not ones that are waiting.- The coroutines themselves are implemented as linked lists, allowing for O(1) addition and removal of child coroutines. Because each coroutine is itself a node in the linked list data structure, no additional memory allocations are required.originally made by Inspiaaa for Godot 3.5:https://github.com/Inspiaaa/HCoroutinesIMPORTANT:Add ./addons/HCoroutines/CoroutineManager.tscn to your Project Autoloads!
New Relic (https://newrelic.com) is a SaaS based observability platform that provides software monitoring and analytics for any technology. This addon allows developers to send useful data in the form of events, metrics, or logs to New Relic for troubleshooting or game analysis. That data can then be used to create meaningful visualizations.Docs: https://github.com/khpeet/newrelic-godot-plugin?tab=readme-ov-file#new-relic-godot-plugin
Unofficial starter for Gdext Rust https://github.com/godot-rust/gdext.# InstructionsPlease follow https://godot-rust.github.io/book/intro/setup.html before proceedingRun commands below in your Godot project root:>_ cd .rust>_ cargo update>_ cargo buildAfter reloading an editor, node Player should appear
> Best Suited for 4.2+Compass implementation for different needs in Godot Engine. Adds new Compass3D, Compass2D and CompassBar node in Editor.## Usage1. Search and add CompassBar/Compass3D/Compass2D using Ctrl-A or Add Node button2. Assign the Parent property for rotation calculation, **Parent** is the **rotating node**Open example.tscn and read README.md to understand more.Read GitHub wiki for latest Documentation: https://github.com/vi4hu/godot_compass/wiki/Usage