Interact with WebAssembly modules from Godot.Inspect Wasm modules, access globals, call functions, and manipulate memory.Documentation: https://github.com/ashtonmeuser/godot-wasm/wikiRepository: https://github.com/ashtonmeuser/godot-wasm
Sick of having nodes you don't need all over your scenes ? You don't want to see them all but you don't want to have to toggle their visibility all the time ? This is for you ! Add it as a child to a parent node and that parent's children will only be visible in editor when you select a node inside that parent's subtree. + other similar behaviors. It works in any scene : 2D, 3D, Controls,...Simple to use :1. Add the Hider to a parent node2. Enable the Hider by toggling the enabled property.Now, all the nodes in the subtree, starting from the Hider's parent, will be "hidden" when you select a node outside that subtree. They will be shown again when selecting a node of that subtree or the parent node.Nodes are hidden by changing their modulate value. However, the Hider stores the previous modulate values in its saved_states property, which is reverted back when the node is shown again.It has a bunch of bonus properties to make your workflow even better, everything is detailed in the documentation : https://docs.google.com/document/d/1y2aPsn72dOxQ-wBNGqLlQvrw9-SV_z12a1MradBglF4/edit?usp=sharing
SKD for connecting some of Unity Gaming Services (UGS) to Godot 4+ (C# Mono), currently supporting Authentication, Leaderboards, Cloud Save, and Friends.Learn more at: https://github.com/Tirtstan/Godot-Unity-Gaming-Services/blob/main/README.md
godot-copilot-selfhostA powerful code completion tool for Godot Engine that leverages the capabilities of AI models to enhance your development experience.For a quick start, follow the tutorial: https://tnl.one/s/gdcopilotFind more detail here: https://github.com/drakonkat/godot-copilot-selfhostKey Features:OpenAI Integration: Seamlessly connect to OpenAI's powerful language models for cutting-edge code suggestions and completions.Self-Hosted AI Model Support: Integrate your own custom AI models, trained with LM Studio or other compatible tools, for tailored code assistance.Contextual Understanding: Understands your project's specific codebase and provides relevant suggestions based on your coding style and context.Intelligent Code Suggestions: Offers intelligent code completions that save you time and reduce errors.Customization: Easily configure the plugin's settings to match your preferences and workflow.Benefits:Increased Productivity: Write code faster and with fewer errors.Improved Code Quality: Generate more accurate and consistent code.Reduced Learning Curve: Discover new language features and best practices more easily.Tailored Assistance: Benefit from code suggestions that align with your specific project requirements.
Prototype to implement OpenAI assistance to Godot 4. Inspired by https://github.com/keijiro/AICommand
A plugin for Godot 4 that will add a simple configurable vision cone to 2D entities. It can be used for example to simulate the vision of enemies in a stealth game.Check out the full description on https://github.com/d-bucur/godot-vision-cone
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