Gizmo3D encapsulates the Godot Engines 3D move/scale/rotation gizmos into a customizable node for use at runtime. The major differences are that you can edit all transformations at the same time, and customization options have been added. The selection box and axes can be toggled, colors changed, snapping intervals changed, and more. Transformation methods can be easily overriden to customize the default behavior. It is available in both C# and GDScript.For usage, it's recommended to take a look at the demo project - note that to use the demo you will have to git clone the repo, since the artifact is setup for use with the Godot Asset Library.Gizmo3D is largely a port of C++ code from the Godot Engine source. The license for the Godot Engine can be found at https://godotengine.org/license/.
This is a sample project demonstrating tracking features on XR headsets. This includes body / hand tracking, face tracking, and eye tracking. Check out the OpenXR Vendors Plugin Body Tracking manual page for more info on what vendor specific extensions are supported.
A 3D drop-in replacement for the Godot engine that adds stability and fluids. This version is deterministic, just not cross platform deterministic.This version has:- SIMD (Single instruction, multiple data) operations for even faster performance- parallel solving.
This is a sample project demonstrating the Meta-specific composition layer features supported by the Godot OpenXR Vendors plugin. See the Meta Composition Layers tutorial doc for a detailed walkthrough on these features.
This is a sample project demonstrating the Meta scene and spatial anchor features supported by the Godot OpenXR Vendors plugin. See the Meta Scene Manager or Meta Spatial Anchors tutorial docs for detailed walkthroughs of these features.
This is a sample project demonstrating the Meta-specific hand tracking features supported by the Godot OpenXR Vendors plugin. See the Meta Hand Tracking tutorial doc for a detailed walkthrough of these features.
This is a sample project demonstrating the Meta-specific passthrough features supported by the Godot OpenXR Vendors plugin. See the Meta Passthrough tutorial doc for a detailed walkthrough of these features.
A 3D drop-in replacement for the Godot engine that adds stability and fluids. This version is cross platform deterministicThis version does NOT have:- SIMD (Single instruction, multiple data) operations for even faster performance- parallel solving.This version is more an advanced version and it's not for normal use cases.
Godot Dolly Camera ControllerA script used to make a *Dolly Zoom effect*. Instantiate it and attach it to a camera.The controller will adjust the camera FOV depending of the distance between the camera and the tacked subject or start distance to create a dolly zoom when the camera is moving.---## About the *Dolly Zoom Effect* or *Vertigo Effect*Dolly Zoom Effect *(Vertigo Effect)* is a camera technique where the camera moves closer or farther from a subject while zooming in or out to keep the subject the same size in the frame.This creates a disorienting effect where the background appears to expand or contract.How It Works: - Moving forward (dolly in) → Zoom out (Camera FOV increase). - Moving backward (dolly out) → Zoom in (Camera FOV decrease). Famous Examples: - Vertigo (1958) – First use of the effect. - Jaws (1975) – Iconic shark attack realization scene. - Goodfellas (1990) – Used to show paranoia. This effect is widely used in filmmaking to create tension and unease.---## External resources- https://en.wikipedia.org/wiki/Dolly_zoom](https://en.wikipedia.org/wiki/Dolly_zoom
A simple car demo to help you make your own cars in godot 4.6+
Realistic spatial acoustics for Godot 4, driven entirely by your level geometry.* Distance delay - sound reaches the player at the correct time based on speed of sound* Raycast reverb - reflection points are placed automatically at surrounding surfaces* Room size detection - reverb tail length adapts to the measured dimensions of the space* Occlusion filtering - walls between source and listener smoothly cut high frequencies* Proximity bass - low-end increases naturally as you approach a reflecting surface* Crack-free crossfading - dual-player A/B system avoids audio glitches when delay changes* Zero manual setup - extends AudioStreamPlayer3D , works with your existing collision geometry
A simple plugin to allow the easy creation and use of destructible objects inside of Godot. Converts a shard mesh into a Node of mesh instances and custom generated collisions shapes, with each shard having its own rigid body. The shards can be generated either in game or before hand. Designed to be used in conjunction with Blenders cell fracture (or any other tool which can generate the required shard mesh). Further clarified in the README.