Designer-friendly Finite State Machine implemented in "Godotic" wayThis version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/gd-YAFSM/tree/godot3) branch for older version- Design StateMachine in a flowchart-like editor- Visualize flow of StateMachine & inspect parameters in realtime- Visualize game/UI state from flowchart- Similar workflow as using AnimationTree, and not required to inherit any custom class, just plug and play- Nested Finite State Machine workflow supported to create complex state machine with ease- As a Resource, StateMachine can be used repeatedly in different scenarios(StateMachinePlayer) and provide different outcome based on the input.- Compact data structure for StateMachine resource filev0.6.2:Fixes StateMachineEditor is_instance_valid check on reconnection Fix StateDirectory.get_current_end() doesn't work as expectedFix FlowChartGrid draw_multiline_colors errorFix StateDirectory.get_current_end() and StateMachinePlayer.path_end_dir(Remove some super._init() for godot 4.1.3v0.6.1:Fix _on_update params error, flowchart grid and popup menusv0.6.0:Port to Godot 4.0v0.5.2:Support sorting transitions.Fix "entered" signal is not emitted and trigger is flushed when StateMachinePlayer started.v0.5.1:Fix condition label in graph not removed as deleted from inspector.Fix output flooded with null exception, when stopping scene in remote debug and when switching between local/remote StateMachinePlayer node.v0.5.0:Support remote debug, simply select any StateMachinePlayer node in remote scene tree to view flow of StateMachine in realtime.Fix StateMachinePlayer's nested triggers are not flushed and some UI bugs.v0.4.1:Fix possible to connect to self when reconnecting, validate StateMachine Resource everytime loaded in editor, and minor improve on UI.v0.4.0:gd-YAFSM now support nested FSM workflow in 0.4.0 & fixed various annoying UI bugsCheck out CHANGELOG(https://github.com/imjp94/gd-YAFSM/blob/master/CHANGELOG.md) for more details*Always backup project files before update
Use (FontAwesome)[https://fontawesome.com] 6 on Godot 4.0!## UsageCreate a new "FontAwesome" Node and configure it's values. To change color, simply go to theme overrides and change the font color.
GDSAM provides retro voice synth capabilities via a wrapper library for SAM, the Software Automatic Mouth. Based on the C port by Sebastian Macke at https://github.com/s-macke/SAM.
https://github.com/acegiak/Godot4-Action-List/
This plugin allows you to interact with the Itch.io OAuth API in your Godot projects with only a few simple functions.See the documentation (https://github.com/Elip100/godot-itch-oauth/wiki) for instructions on how to use the various functions this plugin provides.
A GDScript implementation of a line renderer in Godot 4.0, useful for rendering cylindrical volume such as lasers, trails, etc. Based on the Godot 3.0 version by @dbp8890 at https://github.com/dbp8890/line-renderer, which is based on the helpful C# implementation by @paulohyy at https://github.com/paulohyy/linerenderer and added some additional features such as UV tiling and a .tscn file for ease of use.To use, simply download and unzip the folder, which contains a demo project. If the demo project is not needed, the LineRenderer subfolder can be copied directly into the Godot project.Drag and drop the LineRenderer.tscn scene into the project, and you should see a line!To edit the line's points, simply edit the points member variable of the line renderer, and add/remove points from the array (see demo project for details). This can also be done via the editor in Godot.
Prototype to implement OpenAI assistance to Godot 4. Inspired by https://github.com/keijiro/AICommand
An integration for ink, a powerful narrative scripting language. GodotInk is mainly aimed at C# games, but is completely interoperable from GDScript. - Project home page: https://github.com/paulloz/godot-ink/- Installation: https://github.com/paulloz/godot-ink/wiki#%EF%B8%8F-installation- Quick start guide: https://github.com/paulloz/godot-ink/wiki#-quick-start-guide
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
This simple tool will automatically open .gd and .cs files in the editor when they are created by right-clicking in the filesystem browser and selecting create new -> script. Currently creating the file and opening it in the editor are two separate actions.Please upvote the proposal here if you think this should be default Godot behavior:https://github.com/godotengine/godot-proposals/discussions/11428Then I can remove this silly addon.Source code available here:https://gitlab.com/pahool_gamedev/godot_file_autoopen_addon
Imagine having a crystal ball that shows exactly how players experience your game, what excites them, what frustrates them, and what keeps them coming back for more. Tokebi Metrics gives Godot developers that power. With just a few clicks, you gain deep, actionable insights into player behavior and game performance. No guesswork, no blind spots.Unlock the secrets behind your players’ journeys and turn raw data into smart decisions that level up your game’s fun and success. All while keeping your players’ privacy front and center. If you want to build games players love and grow your community, Tokebi is your secret weapon.Learn more: https://tokebimetrics.comDocumentation: https://tokebimetrics.com/documentation-guide/godot-plugin-guide
Most basic vim motion controls for those who really miss it while editing scripts! Check the repo for a list of bindings.https://github.com/joshnajera/godot-vimRecent massive update thanks to github user wenqiangwang!