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
Adds a node type called OverheadCarBody2D to Godot 4 that implements reasonably good car physics. It's the car solution described here (http://kidscancode.org/godot_recipes/3.x/2d/car_steering/) and here (https://engineeringdotnet.blogspot.com/2010/04/simple-2d-car-physics-in-games.html) but adapted for Godot 4 and shared so it can be easily reused. It extends CharacterBody2D.Supports friction areas with OverheadCarArea2D and automatic driving for non-playable characters with OverheadCarPathFollow2D.
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.
Godot PostgreSQL Client is a GDscript script / class that allows you to connect to a Postgres backend and run SQL commands there. It is able to send data and receive it from the backend. Useful for managing player user data on a multiplayer game, by saving a large amount of data on a dedicated Postgres server from GDscript.The class is written in pure GDScript which allows it not to depend on GDExtention. This makes it ultra portable for many platforms.Detailed documentation: https://github.com/Marzin-bot/PostgreSQLClient/wiki/Documentation
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
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.
# Nerd Fonts plugin for GodotUse [Nerd Fonts](https://www.nerdfonts.com) 3.4.0 icons in Godot 4.x!Nerd Fonts includes 10,764 icons from 17 icon sets: FontAwesome, Material Design, Devicons, Codicons, Octicons, and more.## UsageCreate a new "NerdFont" Node and configure its values. To change color, simply go to theme overrides and change the font color.All icons can be found under **Project > Tools > NerdFont Icons**.### Icon Categories- `cod` - VS Code Codicons- `custom` - Custom icons- `dev` - Devicons (programming languages/tools)- `extra` - Extra glyphs- `fa` - FontAwesome- `fae` - FontAwesome Extended- `iec` - IEC Power Symbols- `indent` / `indentation` - Indentation guides- `linux` - Linux distribution logos- `md` - Material Design (largest set)- `oct` - Octicons (GitHub)- `pl` / `ple` - Powerline / Powerline Extra- `pom` - Pomicons- `seti` - Seti UI icons- `weather` - Weather icons## Using Different FontsThe plugin includes `SymbolsNerdFont-Regular.ttf` by default (icons only, ~2.4MB).You can replace it with any patched Nerd Font from [nerdfonts.com](https://www.nerdfonts.com/font-downloads):1. Download a font (e.g., FiraCode Nerd Font, JetBrains Mono Nerd Font)2. Extract and copy the `.ttf` file to `addons/nerdfonts/fonts/`3. Update the `icon_font` path in `NerdFont.gd`## UpdatingTo update to a new version of Nerd Fonts:1. Download `glyphnames.json` from the [Nerd Fonts repository](https://github.com/ryanoasis/nerd-fonts)2. Open `utils/dump_nerdfonts.html` in a browser3. Drop `glyphnames.json` into the page4. Copy/download the output and replace `All.gd`5. Update font files in `addons/nerdfonts/fonts/` if needed
Testing Framework for GDScript in Godot 4 Game EngineFeatures: - Supports creation of custom user-defined tests. - Provides an editor dock to display all tests and their results. - Offers a Testing singleton with methods for easy assertions in non-test code.Please see the Github repo for more more information and the latest version of the plugin!https://github.com/accmltr/simple-testing-godot
Plugin designed to be generic and usable for any kind of game.The system is called Thoth from the Egyptian deity that was the holder of knowledge and patron of scribes, so Thoth is in charge of saving your game.If you want to support me : https://www.stupidrat.com/senselessIf you wish to pledge to help me I also have a Patreon page.https://www.patreon.com/c64cosminDocumentation : https://stupidratstudio.github.io/thoth/Contact & Support : https://discord.gg/FX5NaQHcjS
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
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/
The official open-source Godot client for Nakama server written in GDScript.Nakama is an open-source server designed to power modern games and apps. Features include user accounts, chat, social, matchmaker, realtime multiplayer, and much more.This client implements the full API and socket options with the server. It's written in GDScript to support Godot Engine 4.0+.Full documentation is online - https://heroiclabs.com/docs