> 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
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
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 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
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.
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
A save system for Godot C#.Requirements:- Godot 4.2.x Mono Version.- Installed Newtonsoft.Json package.Features:- Saving entire node trees.- Uses Newtonsoft.Json for serialization and deserialization.- Supports both encrypted, compressed and regular mode.- ISaveable interface to allow modular save/load structures.For more details, visit the GitHub repo.
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.
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!
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)
GodotBuddy is an advanced plugin for the Godot 4 Engine designed to assist you in coding and game design. It leverages AI to provide intelligent code suggestions, documentation, and more, all within the Godot Editor.## Features- **AI-Powered Code Assistance**: Get real-time code suggestions and improvements.- **File Content Replacement**: Automatically replace file references with their contents.- **Chat History**: Maintain a history of your interactions with the AI.- **API Key Management**: Securely store and manage your API key.## Usage1. **Open the GodotBuddy Dock**: Once enabled, you will see the GodotBuddy dock on the right side of the editor.2. **Enter Your API Key**: Input your API key in the provided field. The key will be saved. a. Acquire free or paid keys from [Groq.com Keys Dashboard](https://console.groq.com/keys)3. **Interact with the AI**: Type your queries or code in the text editor and press the submit button. The AI will respond with suggestions or code snippets. You can use `@filename.gd` to reference a file in the editor, regardless of subdirectory. (finds first match, use a full path if you have multiple files with the same name)
This plugin runs `gdformat` on save to automatically format your GD script as you code. NOTE: This plugin only runs if "gdformat" is installed. Instructions available at https://github.com/Scony/godot-gdscript-toolkit