Simple dialog plugin for Godot
This plugin helps to use the AdMob Plugin created by Poing Studios.Android: https://github.com/Poing-Studios/godot-admob-androidiOS: https://github.com/Poing-Studios/godot-admob-ios
Easily access and edit your favorite project settings and editor settings directly from an editor dock without having to browse hundreds of properties in Project Settings window or Editor Settings.
Unit Testing Plugin for Godot.Tested with version 3.3.2SUPPORTSEditor IntegrationTest HooksAsynchronous TestingParameterized TestingThreaded TestsJUnit XMLCommand Line Interface With CI SupportAnd More
This addon for Godot adds support for playing Ink scripts in Escoria adventure game framework.Ink was created by Inkle Studios. This addon is not affiliated with Inkle Studios at all.
If you have libraries of objects with carefully set up collision from Unreal projects and want to get that collision into Godot, you can use this tool to do so. It detects the prefixes used by Unreal to import manually created collisions and allows Godot to use them too.Supported:- Multiple colliders per object (under a single StaticBody)- Box, Sphere, Capsule and Convex colliders- Colliders can be translated and rotatedUsage:- Put the script in your project somewhere- Select the import settings for any file containing correctly set up meshes and set the "Custom Script" parameter to this script- Press the reimport button and the colliders set up in your file should be translated into Godot.
Ink is a scripting language for writing interactive narratives designed by inkle. This asset provides both an implementation of the Ink runtime in pure GDScript and an editor plugin to manage stories.See the README for more information: https://github.com/ephread/inkgd/blob/0.4.7/README.md
Improvement of the anchor panel UI for Godot. Based on the Proposal https://github.com/godotengine/godot-proposals/issues/3559. Created by @lentsius-bark, published by Deep Entertainment
A Plugin for Godot that allows you to create images in the editor.* Save/Load Godoxel (.godoxel) (added in v0.4)* Animation-Panel (added in v0.4)* Frames with previews (added in v0.4)* Shortcut-Window with shift (added in v0.4)* Preview Window (v0.3)* Undo/Redo with Z/Y (now prints undo/redo message)* Layers* Export Frame, Layer or as single image (.png)* Multiple layers (can be (alpha)-locked/hidden)* Tools: Pencil, lighten/darken, rectangle/line, fill, ...
A super easy and flexible PDA implementation. A PDA is basically a finite state machine with a stack. Just add the Machine node and fill in the export options. A relative dependency is a child of the entity. Just type the name of the child in the inspector like so: "AnimationPlayer". A global dependency can be any node, just tap de exported NodePath and select a node. If your Machine node is a child of the entity you can use whichever method you prefer. To add a new state, create a new script that inherits anything. Just use one of the templates. I recommend starting with the tutorial one. For animations to work, just add any dependency of type AnimationPlayer. The state buffer ensures that the stack never grows too large. (Just a buffer_size of 3 should be enough tho)You can reference your dependencies (nodes in the scene tree) by just declaring them in the state script in snake case (e.g. animation_player), just name them in the regular PascalCase convention in the scene tree. Your state names match your script name, just use PascalCase. (e. g. `push_state('Idle')` )
Custom software mouse cursor addon for Godot
Unit Testing Plugin for Godot Mono.Tested with version 3.3.2SUPPORTSEditor IntegrationTest HooksAsynchronous TestingParameterized TestingThreaded TestsJUnit XMLCommand Line Interface With CI SupportAnd More