The Player 2 AI NPC Godot plugin allows developers to easily create AI NPCs in their Godot projects.The plugin uses free AI APIs from the player2 App at https://player2.game/.Just open Player2, and the plugin connects automatically, so you can dive right into building your world instead of wrestling with keys or settings. When your game is ready, we’ll share it with our community of 40,000+ active players eager for AI-driven adventures: https://player2.game/discordFor usage information, visit the following:https://github.com/elefant-ai/player2-ai-npc-godot/
# Debloat Exported Arrays Addon for Godot (Beta)This plugin debloats the exported Arrays by removing the `Size:` and `> Resource` fields andupdating the UX. This is a beta version because the method used to achieve this relies on the UI system defined for each version. So this addon might not work for other versions of Godot. This is a follow up of this issue: godotengine/godot#106576> Works with Godot 4.4 - other versions not tested## Why Are These Changes MadeNote: You can disable any of these that you want. I'm just explaining why these are the defaults.- Size and Resource fields: They are barely usable in most cases and make the hierarchy way worse- Grab and drop down buttons: These buttons are a secondary, therefore they must've become transparent to respect the visual hirearchy. The grab button was way better if it was inside the item row, behind the index number. But any changes I tried to make was overriden.- Delete button: It's too distracting and large in the original version, which messes with the hierarchy. It's just a button to delete each item, so I put it next to the item header.- Add Element button: This button is secondary therefore transparent, and on hover becomes colorful to give feedback (the same as the delete button). Also because you can't center a button icon, I set the icon to null and used "+" as the text for it.## How To Use1. Install and activate the addon2. Reload the project: Project > Reload Current Project3. Now you're good to go. check the example scene to see the results.**Important Note**: Because of the hacky nature of this version, you'll see mismatches when you add new items. Try folding and unfolding for the changes to take effect## How To Customize- You can change the variables in the beginning of `addons/debloat_array/debloat_array_inspector.gd` file to turn off/on each feature you want.- You can change the styleboxes in `addons/debloat_array/styles/` to customize the looks.## AttributionThanks to kleonc (https://github.com/kleonc), memeber of Godot who wrote the core of this addon (the size and resource fields)## LicenseMIT
Toolkit for integrating web3 features into your game, such as crypto payments, NFTs, tokens, custom smart contracts and more!Check these resources to get started:- Docs: https://zenwiki.gitbook.io/solana-godot-sdk-docs/solana-godot-sdk/configuration- Tutorial Videos: https://www.youtube.com/watch?v=UCe-vX3VCiM&list=PLcJMwJxnd40cqKQiwPPvVYFJUHpg_GlBO- Live Demo: https://zenrepublic.github.io/GodotSolanaSDKDemos/Join our discord server for help and to meet other legends: https://discord.gg/6SMECFfahGGood luck and have fun!Created by VirusAxel and Thomukas1
Plugin that allow you to add custom achievement to the game and display them in the UI.You can read "README" file in your downloaded repository or in GitHub page to learn how to use it.https://github.com/5FB5/gd-achievements
Steamworks API plug-in for Godot Engine. Available for the Windows 32/64-bit, Linux 32/64-bit platforms, and Mac universal. It is based on GodotSteam 4.15 with Steamworks SDK 1.62.This version is meant for Godot Engine 4.4 and newer; for other versions:Godot 4.1 - 4.3: https://godotengine.org/asset-library/asset/3866Godot 4.0: https://godotengine.org/asset-library/asset/1768Previous versions of the plug-in can also be found at the GodotSteam repository: https://github.com/GodotSteam/GodotSteam/releases.You can find the full documentation with tutorials at https://godotsteam.com.It does not require enabling but you may need to restart your editor.
GDExtension that allows you to interact with and run Pure Data patches.Available for Linux, Windows, and macOS.Note: macOS binaries are unsigned. You will need to grant permissions for the extension to run.Please see the README.md file in the project page for more details: https://github.com/fediazc/godot-pd
This facilitates a basic chat interface with the Claude 3.5 Sonnet API. I have found Claude to be the best AI available for gdscript and godot shaders, but available tools are limited. An API key is required (and API keys require funding a wallet). Your API key must be set in the project settings. Visit https://console.anthropic.com/settings/keys for a key.
Interact with WebAssembly modules from Godot.Inspect Wasm modules, access globals, call functions, and manipulate memory.Documentation: https://github.com/ashtonmeuser/godot-wasm/wikiRepository: https://github.com/ashtonmeuser/godot-wasm
A framework designed to help writing a shared code base that works in more than one engine at the same time.Currently in very early prototype stage, it supports selected subsets of Godot 4.3 and Unity 6000.0Working prototypes can be found at the following repositories:https://gitlab.com/engine-agnostic-code-project/user-projects-godot/-/tree/iteration-01https://gitlab.com/engine-agnostic-code-project/user-projects-unity/-/tree/iteration-01
Excluding folders with specific color markers during exportFor more information, please check [readme](https://github.com/univeous/Exclude-Colored-Folders).
Editor plugin for Godot that enables remapping resources by feature. An essential tool for porting your Godot project!Features:• Remap any resource or file in your project to a different one when your project is exported, based on the feature tags of that export.• Quickly and easily reduce export size when supporting different platforms.• Any remaps that are not used will automatically be excluded from the exported project.• Compliments existing Resource Export Modes.• A productive Project Settings GUI including undo/redo support.• Uses Godot's EditorExportPlugin functionality.Examples:• Remap high quality music files used in the PC exports to be low quality mobile music files in the mobile exports.• Change button call-out textures to represent the controller used by the platform.• Make menu scenes appear different in the mobile game than the PC game.Documentation:https://github.com/allenwp/godot-resource-remapsExample project:https://github.com/allenwp/godot-resource-remaps/archive/refs/tags/v1.1.3.zip
# GdUnit4 v5.0.3This version of GdUnit4 is build on Godotv4.4.1.stable.mono.official [49a5bc7b6]## Please read the following disclaimer carefully before proceeding! Before you install the new version, you have to disable the plugin and delete.- Deactivate the GdUnit4 plugin if you have installed- Uninstall the current GdUnit4 version (delete the folder res://addons/gdUnit4)- Restart Godot- Install this version and restart Godot- Activate the GdUnit4 pluginhttps://mikeschulze.github.io/gdUnit4/* Features* Support for writing and executing tests in GdScript or C#* Embedded test Inspector in Godot for easy navigation of your test suites* Convenient interface for running test-suites directly from Godot<br> One of the main features of GdUnit4 is the ability to run test-suites directly from the Godot editor using the context menu. You can run test-suites from the FileSystem panel, the ScriptEditor, or the GdUnit Inspector. To do this, simply right-click on the desired test-suite or test-case and select "Run Test(s)" from the context menu. This will run the selected tests and display the results in the GdUnit Inspector. You can create new test cases directly from the ScriptEditor by right-clicking on the function you want to test and selecting "Create TestCase" from the context menu.* Fluent syntax for writing test cases that's easy to read and understand* Configurable template for generating new test-suites when creating test-cases* Wide range of assertion methods for verifying the behavior and output of your code* Argument matchers for verifying that a function call was made with the expected arguments* Test Fuzzing support for generating random inputs to test edge cases and boundary conditions* Parameterized Tests (Test Cases) for testing functions with multiple sets of inputs and expected outputs* Mocking classes to simulate behavior and define output for specific functions* Spy feature for verifying that a function was called with the expected parameters* Mocking or spying on scenes to simulate behavior and verify that certain functions were called* Scene runner for simulating different kinds of inputs and actions, such as mouse clicks and keyboard inputs For example, you can simulate mouse clicks and keyboard inputs by calling the appropriate methods on the runner instance. Additionally, you can wait for a specific signal to be emitted by the scene, or you can wait for a specific function to return a certain value.* Automatic update notifier to install the latest version of GdUnit from GitHub* CI - Continuous Integration support * Command line tool for running tests outside Godot editor * Generates HTML report * Generates JUnit XML report* Public marketplace GitHub action to use in your own CI workflow [gdunit4-action](https://github.com/marketplace/actions/gdunit4-test-runner-action)* C# support by [gdUnit4Net](https://github.com/MikeSchulze/gdUnit4Net/blob/master/README.md) * Enables to run and debug on **Visual Studio**, **Visual Studio Code** and **JetBrains Rider** via [VSTest adapter support](https://github.com/MikeSchulze/gdUnit4Net/blob/master/testadapter/README.md)- You are welcome to test in and send me your feedback- You are welcome to suggest improvements- You are welcome to report bugs