Is a versatile and customizable module designed to streamline 2D Nodes movement in Godot Engine now in C#.Whether top-down, platformer or grid-based, this component offers the functionality you need without having to rewrite it yourself for each project. The movement can be made flexible with the exposed parameters and contains an internal API that facilitates the most common actions that can occur in a 2D game.
Imagine placing this component in any scene representing a projectile in your video game, and it is ready for action. It provides common functionalities for standard projectiles now in C#.
Implements lag compensation and more to build multiplayer online games easier.Features:* Synchronized time* State interpolation* Lag compensation with CSPCheck out the other addons and see more at: https://github.com/foxssake/netfox## Upgrading### v1.8.0* Check your `RollbackSynchronizer` nodes and set `enable_input_broadcast` to false as applicable.### v1.1.1* Remove `Interpolators` from the project autoloads, it's a static class now
This package provides a robust and easy-to-use RCON (Remote Console) server implementation for your Godot Engine projects.
# Godot ArrayUtilsA (hopefully soon-to-be) collection of static utilitiy functions for arrays in GDScript.## Main Utils- **sort()**: a stable sorting implementation (since the one provided in GDScript is unstable)## Other utilsSome helpers, mostly meant for use together with the main utilities- **Comparators**: a few comparators for some common data types, readymade for sorting
A simple GDScript plugin for DateTime. Inspired by Carbon, built for Godot.Currently a work-in-progress, but is nearly finished.Allows you to chain methods! Is fast (thanks to it only using a single object), and is efficient. You also don't have to call new() for it.Example:# Would add 5 seconds, set it to the 3rd day of the month, and return a cookie datetime string!Graphite.now().addSeconds(5)->setUnit("day", 3)->toCookieString()With Graphite, I'm hoping to ready at least 80% full parity with Carbon. As I'm normally a PHP developer, having something like this in Godot makes my life 1000x easier.
Implement achievements in your game in a simple way and with minimal security practices now in C#.
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
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)
# GodotP2PNetwork## SummaryGodotP2PNetwork adds a network/lobby layer over existing networking infrastructure. Currently, we support- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)#### Future Plans to Support:- Native Godot Networking- Peer to Peer Proxy server- To avoid having players have to port forward to play with friends## Plugins### Optional - Highly recommend since this is the only working Networking layer currently- Steam- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)- [https://godotsteam.com/](https://godotsteam.com/)## Features- RPC Signals- Send singals to any connected clients- RPC Method- Make method calls on any connected clients- RPC Sync- Sync Objects Across all clients- Network Lobby- Network Chat- Lobby Search- Configurable Network timing- Allow for client-side processing with period server syncs to reduce network load## Singletons- `P2PNetwork`- `P2PLobby`## Example- [GodotP2PNetworkExample](https://github.com/DawnGroveStudios/GodotP2PNetworkExample)
libffi bindings for Godot 4.1+- Allows opening native libraries and calling native functions- Custom ".ffilibrary" resource file for declaring which native library is used per platform/architecture- Supports builtin types such as `int` and `float`, pointer types such as `const char *` and struct types- Access struct fields by nameCheck out the project page for more information: https://github.com/gilzoide/cffi-gdextension
Integrate noray into your multiplayer games to bullet-proof your connectivityFeatures:* Establish connectivity using NAT punchthrough * Uses noray for orchestration * Implements a full UDP handshake* Use noray as a relay * Useful in cases where NAT punchthrough fails * If you can see this repo, you probably can connect through norayCheck out the other addons and see more at: https://github.com/foxssake/netfox ## Upgrading### v1.8.0* Check your `RollbackSynchronizer` nodes and set `enable_input_broadcast` to false as applicable.### v1.1.1* Remove `Interpolators` from the project autoloads, it's a static class now