A Godot plugin that provides a centralized signal management system, helping you decouple signals from specific scripts and simplifying one-to-many or many-to-many communication between nodes.
General utilities that does not belongs to a particular place and are sed as static classes that can be accessed at any time even if they are not in the scene tree.
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
Manage license and copyright for third party graphics, software or libraries. Group them into categories, add descriptions or web links.The data is stored inside a json file. This file is automatically added to the export, you do not need to add it yourself. If you provide license files instead of a text, they are also exported.If paths are added to license data, it will be automatically adjusted if you rename a file or folder inside the editor.You can change the project license file either with a button at the upper right, in the license menu. Or modify this and the indentation of the license file at the project settings under the menu Plugins -> Licenses.For more see https://kenyoni-software.github.io/godot-addons/addons/licenses/.
A universal inventory system for the Godot game engine (version 4.2 and newer).Visit https://github.com/peter-kish/gloot for more info.
Metroidvania System (abbrevated as MetSys) is a general-purpose toolkit for creating metroidvania games in Godot game engine. It helps with map design, navigation and presentation, tracking collectibles and provides basic save data functionality related to the system. Its components can be used independently, even for games that aren't metroidvanias.To use it, copy "addons/MetroidvaniaSystem" to your project and enable the plugin in Plugins tab of Project Settings.The addon includes a sample project that shows how to use it.For more information, check the GitHub README/wiki or refer to the documentation of MetroidvaniaSystem class.
Adds advanced copying-and-pasting to the TileSetEditor.You can copy and paste multiple tiles, filter which properties are pasted, and undo/redo pasting. There is even a terrain replacer.1.1 changelog summary:- Better property filterFull changelogs: https://github.com/xorblo-doitus/TileSet-Clipboard/releases
Scans specified folders for .tres item resources, assigns and refreshes unique IDs (manually or automatically), resets all IDs when needed, and provides an intuitive UI for managing folder paths and refresh settings.Click `View files` for more visuals.
Removes orphan UIDs from the project. Orphan UIDs can happen if you delete files outside the editor and do not remove the related uid file.Use Project -> Tools -> Remove Orphan UID to remove.For more see https://kenyoni-software.github.io/godot-addons/addons/remove_orphan_uid/.
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.
An in-engine Godot notepad that allows you to quickly write down and save notes about your project for you to revisit later!
Easily add Dependency Injection into your project.When the plugin is enabled, it will automatically create the necessary nodes in your current scene (preferably your Main). Simply move both nodes to the top of your scene tree (if not already) then add your node dependencies to the array in the [DependencyRegistrar] node and the [DependencyProvider] node will do the rest!To allow dependency injection to happen in any script attached to a node in the scene tree, simply create either an _inject function or a _post_inject function, or both! But do keep in mind that these are only called after _ready.This tool is useful in cases where:1. You do not have direct access (via @export) to the nodes you need in a script and do not wish to create a global singleton via autoload.2. You want a form of dependency inversion and wish to rely on abstractions to interact with other parts of your code.3. The nodes you need have their own in-scene dependencies that they need to have direct access (via @export) to.