Using this plugin, you will be able to try to:- Create Godot PBR Materials automatically using their filenames...- Create inherited Scenes from your meshes...- Test your materials in a preconfigured Test Scene!- Order your Assets adding order_children_nodes.gd to it is parent node!- Add EnviromentTemplate.tscn to test your own scenesThe plugin is about 10mb only! It will appear as a Tab in the left dock.I created this plugin because I did not like the 3D workflow and I do not understand how to configure PBR Materials properly, so if you find some kind of error or know how to improve the results, please Contribute in my GitHub! Thanks!https://github.com/doradoro
An easy "plug and play" camera control script. Useful for development and quick tests.Features: - mouselook - movement - ingame gui (optional)How to use:There is a demo scene in the demo folder where you can test all features and play with the script settings.If you don't need the demo just ignore the demo folder and connect your camera with the "camera_control.gd" script that can be found in the script folder.Documentation and more infos can be found in the asset folder or on Github.
A simlpe script to make screenshots and save it as png file in a custom directory.There is a simple test scene "demo.tscn" where you can test the script if you want (Press F11 to make screenshots).Otherwise you can just download/copy the screenshot.gd from the scripts folder into your project folder.Script Settings:- Shortcut Action: The name of an action from the Input Map that should trigger the screenshot creation.- File Prefix: An optional prefix for the filenames, you can leave it empty. - File Tag: At the moment you can choose between two timestamps that becomes part of the file name. 1. A simple date + time stamp or 2. A unix timestamp.- Output Path: The directory where you want to save your screenshots.
My attempt at a hair shader. Probably too slow to use in practice, but it looks interesting at least. It also comes with a script to randomly place hairs on a mesh.Requires a modern and decent GPU. Beware: not tested on AMD cards.
A simple shader that gives objects like grass or plants a wiggle/wind effect.Documentation can be found in the Docs / Readme file.There is a demo scene in the demo folder where you can test all features and play with the settings.If you don't need the demo just ignore the demo folder and connect your mesh with one of the wind_shader_XXX.tres files that can be found in the shaders folder.
An experimental tool that allows you to capture Godot scenes' frames and turn them into a spritesheet with a transparent background.Usage is as simple as$SpritesheetGenerator.record_for_a_while()Requires GIMP and ImageMagick.Works on Linux.Not tested on Mac.Requires a bash console on Windows. Git provides one.If you find this plugin as handy as we do and you use it to make a game, send us a note (in the issues) to give us boasting rights !
A simple implementation of a variation on a finite state machine that uses a 'pushdown' stack arrangement to handle states.Attach an instance of the finite_stack_machine.gd class to any entity in your Godot scene. Push new states to the top or bottom of your 'state stack' to control the flow of behavior.The demo shows of some of the features. I've only done limited testing on the on_start and on_end transitions of states, but so far everything seems to be working. Please make an issue if something isn't working!Still in an early version with some planned features missing: better input event handling, perhaps hierarchical states, etc.
A Trackball Camera that responds to input from actions, mouse, keyboard, joystick and touch, in order to rotate around its parent node while continuously facing it.Works with Godot 3.x (tested up to 3.5).- stays around its parent node, even if the latter moves- no gimbal lock (quaternions ♥)- camera inertia for a smoother experience- keep the horizon stable if you want- the parent node does not have to be centered in the camera's view- can be used to look around itself- analog camera control with joystick, courtesy of @marcello505- smooth and constrained zoom with PGUP / PGDOWN or your own custom action, if you want to use the mouse wheel for example- constrain pitch, or handle headstands by inverting x- a bunch of parameters to configure things as you want themCONS:- No panning- No promisesUSAGE1. Add a TrackballCamera node as child of the node you want to trackball around.2. Translate the camera along the Z axis a little bit, so that it faces its parent.3. Configure the camera.
Can be used as generic noise generator using this technique:https://godotengine.org/asset-library/asset/78Consists of:worley 2dworley with 2x2 window instead of 3x3worley 3dworley 3d with 2x2x2 window instead of 3x3x3perlin 2dperlin 3dperlin 4dsimplex 2dsimplex 3dsimplex 3d with analytic derivative gradient outputsimplex 4dand last is 'psrdnoise' monster with 4:2-D non-tiling simplex noise with rotating gradients, without the analytical derivative2-D non-tiling simplex noise with rotating gradients and analytical derivative2-D tiling simplex noise with rotating gradients, without the analytical derivative2-D tiling simplex noise with rotating gradients and analytical derivativeAnalytical derivatives return vec3 with first element is a vector of the noise value. And 2nd and 3rd are x and y partial derivatives.You can test any of the shaders by creating a Sprite node, creating new ImageTexture for it (size like 256x256 would be fine), creating new shader material for it and loading desired shader to it. (try simplex3d.tres ^_^)
/!\ This module is deprecated !!! See PythonScript module (https://godotengine.org/asset-library/asset/179) instead /!\ /!\ This module requires to restart Godot once installed /!\Introduction------------This is a beta version of the Python module for Godot.You are likely to encounter bugs and catastrophic crashes, if so pleasereport them to https://github.com/touilleMan/godot-python/issues.Working features----------------Every Godot core features are expected to work fine:- builtins (e.g. Vector2)- Objects classes (e.g. Node)- signals- variable export- rpc synchronisationOn top of that, mixing GDscript and Python code inside a project should work fine.Python and pip are working, however depending on platform and backend they- on Windows+CPython use `python.exe` and `python.exe -m pip`- on Linux+CPython `bin/python` and `bin/pip` are provided out of the box.However you must provide path to `libpython3.6m.so` to make them run:```$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version$ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version```- on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip toinstall pip:```$ bin/pypy -m ensurepip$ bin/pypy -m pip --version```Not so well features--------------------Memory management is a big issue (given Godot and Python garbage collectors should be synchronized)so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple andmay work out of the box...).Have fun ;-)- touilleMan