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
Quiver Analytics (https://quiver.dev/analytics/) allows you to easily collect analytics for games made with Godot in a privacy-friendly way. In just a few minutes, you can integrate Analytics in your game through this open source plugin and gain valuable insight into how players are interacting with your game. You also have fine-grained control over how your players' privacy is handled.Learn more: https://quiver.dev/analytics/.Documentation: https://github.com/quiver-dev/quiver-analytics-godot-plugin?tab=readme-ov-file#quiver-analytics
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.
• [Github]: https://github.com/Shiva-Shadowsong/loggieNow with new user guides and extended features!• [Discord]: https://discord.gg/XPdxpMqmcsSupport, feature requests and development discussion.Loggie is a Godot logger and string composer for those who need improvements and more control over how console and logfile output is styled and handled. Highlighted Features:* Easy message composition and customizability.* Use styled logs during development.* Automatic clean unstyled logs in release / production builds.* Timestamps* Domains (message categories)* Channels (Terminal, Discord, Slack)* See all on GitHub...If you need something simple but effective, Loggie is your guy.
Steamworks API wrapper for Godot Engine (version 4.0 - 4.0.3)... now for GDExtension. Available for the Windows, Linux, and Mac platforms. It is based on GodotSteam 4.2.2 with Steamworks SDK 1.57.This version is meant for Godot Engine 4.0.3, but it should work with previous Godot 4.x versions. For the Godot 4.1 version, please go here: https://godotengine.org/asset-library/asset/2445Previous versions of the plug-in can be found at the GodotSteam repository: https://github.com/GodotSteam/GodotSteam/releases.You can find the full documentation with tutorials at https://godotsteam.com.
This is a plugin for the Godot 4.x game engine that adds several import plugins for the Aseprite 1.3+ graphics pixel art editor files.More information on https://github.com/nklbdev/godot-4-aseprite-importers
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
# WDebugger: A Git-friendly DebuggerMost (if not all) of the debugging plugins have two major flaws that I always disliked:1. They are not git-friendly. You can't ignore the debugging functions, therefore they're committed to the git history. This causes: - Bloat in your git history - Unwanted changes to files when you just want to change a debugging function - Conflicts when working in a team - which is probably the most important issue2. They take too much space on the game, which interfers with the testing; Whether be a debugging console that pops up, or just normal GUI buttons you have defined.To Address and fix these issues, I made this plugin. It solves the first issue by separating the debugging functions in a specific file (which you can put in `.gitignore` afterwards); And solves the second problem by introducing a Window node that is separate from the main window.If you enjoyed the plugin, please give it a star on Github: https://github.com/zmn-hamid/Godot-WDebugger## How To TestJust enable the plugin in the settings and run your game. If you're happy with the plugin, you can continue to the next section:## How To Use1. Define your debug functions inside `addons/wdebugger/wdebugger_core.gd` with the given instruction inside that file.2. Open `.gitignore` file in your root directory and write the path to the core file inside of it:`addons/wdebugger/wdebugger_core.gd`3. Enable the plugin and enjoy!## How To Move The Core File1. Cut/Copy the core file and paste it anywhere you want2. Define this new path inside `.gitignore` and `addons/wdebugger/wdebugger.gd` -> `wdebugger_core_path` variable.## ContributionEven though this is a fully functional plugin, any reasonable and beneficial contributionis highly appreciated. Feel free to make your changes and make a pull request or to just simply open an issue Please visit the project on github for more info: https://github.com/zmn-hamid/Godot-WDebugger# LicenseThis project is licensed under the GNU General Public License (GPL) v3. See `LICENSE` for full terms.
Simple yet fancy particles effect made for Godot4.Inspired by particles.js.See the preview video on reddit: https://www.reddit.com/r/godot/comments/x2fo0n/a_fancy_background_effect_inspired_by_some_web/
This plugin allows you to inspect the editor's scene tree itself, within the editor. It's a bit the same concept as a web browser element inspector.New in 0.3:- Ported to Godot 4- Added icons to nodes in the tree view (thanks to Xananax)- Replaced "Save Branch As Scene" button with a contextual menu (thanks to Xananax)- Added a menu to copy node paths, optionally including node types (thanks to Xananax)Full changelog at https://github.com/Zylann/godot_editor_debugger_plugin