Quickly change and test Project Resolution settings.Useful to test and prevent your UI from being inconsistent in different resolutions.Version 0.4- New Reset option and submenu for Viewport and Override resolutions.
Composition-Oriented, Node-Based Finite State Machine tooling. See the README and in-engine documentation for all the fine details.There's a Mood for every occasion.
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
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
Easily add Dependency Injection to your project.With the plugin enabled, simply create a [DependencyProvider] node in your Main scene and assign your dependencies, then in any sub scene, so long as it is in the scene tree and has any node that has a script with an '_inject' function, add a [DependencyInjectionRequester] node.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 autoload.2. You want to rely on abstractions to interact with other parts of your code.3. The nodes you need have their own in-scene dependencies they need to have direct access (via @export) to.
Soda AudioManager is a global plugin for Godot, designed to handle non-spatial sounds, including interface sound effects, background music, and general sound effects. It offers an easy way to manage audio playback, control volumes, apply sound effects, and configure looping.
Termdot is an external terminal design for Godot, it supports:1. Runtime command execution console – interact with the game during runtime.2. Command history caching and auto-completion – recall and auto-fill previous inputs.3. Command scripting with execution status handling – write reusable scripts and track results.4. Extensible and easily integrated – fits smoothly into existing projects.5. Log and data inspection windows – visually view logs and runtime data.6. Capture Godot's standard output and errors with timestamps automatically - inspect error data on release export.
A Projectile Engine for Godot.All Projectiles is a compact, fast and efficient projectile engine made for Godot 4 and designed as a hands off user approach to projectile instancing, managing and disposal.Docs: https://oscarvezz.github.io/all-projectiles/
# AutoSizeTextAutosize text in labels and text boxes for Godot, just like in Unity.## AboutI was always missing the Unity function of auto-sizing text inside labels/text fields in Godot. Intentionally made in GDScript to provide maximum compatibility (even in some of our GDScript only projects). Just use the provided UI elements in your project. ## Features* Font Auto Size: Change Font-Size between two numbers* Font Step Size: Change Font-Size based on pre-defined numbers## Implemented* Label* Button* CheckButton* CheckBox* RichTextLabel* TextEdit* LineEdit
Browse and save icons from popular icon collections.Install or update them via the options menu in the right upper corner. This can take several minutes.You can remove the main screen button in the options.For more see https://kenyoni-software.github.io/godot-addons/addons/icon_explorer/.
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.
Import Aseprite animations to AnimationPlayers, AnimatedSprite2D, AnimatedSprite3D and SpriteFrames.Features:- Godot importer and inspector docks for easy import and re-import.- Adds automatic importers: - Aseprite SpriteFrames: Use Aseprite files as SpriteFrames resources. - Aseprite Texture: Use Aseprite files as static images (only first frame is imported) - Aseprite Tileset Texture: Use Aseprite files with tilemap layers as AtlasTexture which can be added directly to Godot's tileset creator.- Inspector docks to manually import animations to: - AnimationPlayer (Sprite2D, Sprite3D and TextureRect). - AnimatedSprite2D/3D. - As standalone SpritesFrames resource.- Supports Aseprite animation directions (forward, reverse, ping-pong, ping-pong reverse).- Supports loopable and non-loopable animations via Aseprite repeat or tags.- Separates each Aseprite Tag into animations. In case no tags are defined, imports everything as default animation.- Filters out layers you don't want in the final animation using regex.- Supports slices. Import only a region from your file.- For AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. - Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite and it should work the same way in Godot. - Choose to export the Aseprite file as a single SpriteFrames resource or separate each layer in different resources. - Adds Aseprite file importer to Godot.- AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. - You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite/TextureRect and AnimationPlayer. - Supports animation libraries.Aseprite Wizard is only required during development. If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected.