Allows you to programmatically tween an objects: float variables, vectors and colours.The gdTweener node uses flux-like syntax.https://github.com/rxi/flux
JSON Web Token library for Godot Engine written in GDScript
This plugin adds OpenXR support to Godot.Supports Windows, Linux and QuestWorks best with Godot 3.4
A reimplementation of the existing OpenSimplexNoise class, but reprogrammed in GPU (shader), C++ (GDNative) and GDScript.It's characterised for it's improvement in rendering speed for GPU.
Simple wrapper for PackedScene that allows you to quickly pack part of a scene, so you can have e.g. "internal scenes" that you don't need to save to separate file. Usage:var prefab = Prefab.create($AnyNode)$AnyNode will be freed (or queue_freed if you pass true as second argument) and you can then instance the prefab to make copies of that node. Prefab automatically sets the owner of the children, so they are packed too.You can also save the prefab to a file, but it's not the intended usage. See repo README for more info.
A Godot's universal serializer for size optimizationFeature:1. Without losing type information. Need not type detection andforced typce conversion in Cross end transfer,just like local parameter transfer.2. Integer and float are variable length serialization.3. The serialized data size is smaller than JSON text to utf8 and the native serialization method (var2bytes ()).GUS is especially suitable for the serialization of structured small dat transfer in multiplayer games.You can call GUS._test() to view the data size comparison after serialization in these three way.How to use:1. Modify the configuration definition constants at the beginning of the script as required.2. Pass variable which without Object and Eid into GUS.to_bytes() and gets the serialized data for sending through any network peer.3. After the remote network peer obtains the serialized data, passe it into GUS.to_var () to get the same variable as before serialization.Additional: The obtained serialized data can be passed into GUS.get_ pretty_ json_text(), a beautified JSON text will be return, which is for printing and display when debugging.Be careful:1. The configuration definitions of cross end applications should keep the same.2. Array and Dictionary should not contain Object or RID.3. Because of implementing by GDScript, although the serialized data size is better, it will cost lot of time when serialization and deserialization large array(both Array and PoolArray), you should avoid to use GUS in time sensitive case.TODO:1. Write GUS 2.0 applicable for godot4 X .2. Write as C++ addons to solve the problem of low efficiency of large array serialization.
Example Godot Project demonstrating gamepad and phone rumble.
SimpleKnob is a UI knob control for Godot 3.x intended to be a drop-in replacement for standard HSlider controls. Themes and overrides created for HSlider should "just work". Includes customizable grabber pointing orientation (inwards/outwards), knob thickness (Values < 100% create hollow or arc knobs), notch (arc) width, decimal padding, and title/value positioning.Update history:1.11: Added an option to restore the original knob behavior where the value can only change relative to the previous one rather than snapping to the closest value to the mouse position on first click1.1: Fixed input events being consumed when the control shouldn't be visible, such as when obscured or in another tab. 1.0: Initial version
# Godot Scene Factory2D and 3D Nodes for spawning scenes## API### Signals- `spawned`: Is sent after an entity is spawned.### Export Variables- `entity_scene`: The scene to be spawned.- `entity_parent_path`: The path of the node that should be the parent of the spawned entity. defaults to the factory node.- `timer_path`: Allows you to you connect a timer that will spawn an entity when it times out.- `set_entity_as_toplevel`: Whether or not to set the entity as the top level.### Functions- `spawn`: Spawns an entity.## Attribution[Factory](https://icons8.com/icon/cFq1ElpDRijU/factory) icon by [Icons8](https://icons8.com)
Terraria-like inventory system.This asset have the following systems: storage, load, inventory, item data, custom mouse cursor.You can create your own items, storages + ui to them, custom cursor.Also you can add hotkeys like shift+click to equip etc.Everything else is described in readme file on GitHub.
Asynchronous resource loader/saver.
A simple example scene, showing how to create a FPS camera.If you'd like to give me some feedback, or you'd like to help improve this demo, please leave a comment here:https://github.com/tavurth/godot-simple-fps-camera/issues