Scene and code setup for flat world map in 3D, with working camera and selection via raycasting. Move camera with WSAD, zoom with + and - from keypad, selectable country is Ireland.
An extension make the label works in 3D world
I couldn't find a template for this on the asset library so here's mine.Defaults: Window size of 480x270 Test size of 960x540 Stretch mode Viewport Stretch aspect Expand Import default set to 2D Pixel GPU Pixel Snap on Font Oversampling offAdditional tip: You can go into Editor -> Manage Editor Features to create a profile with only the nodes you need. This way you can stop 3D nodes from showing up when you create new nodes.
Simple plugin to allow for nodes to follow the transformation of bones within a 3d Skeleton. Very useful for attaching colliders to areas/bones of your meshes when there are animations changing the position of the bones. Its not super efficient, but does the job. PRs welcome!Install:Clone/download this repo into your project and activate the plugin from the project settings. You will have a new node called FollowBone3D.Example:See the example folder. It has a zombie with two collision shapes attached to two different bones.Also, see the video below (when I make it).Attribution:The example uses a zombie model by Thomas.Osterhammel from [https://sketchfab.com/3d-models/zombie-d22e3dc957b142479e1723a379494eb3](https://sketchfab.com/3d-models/zombie-d22e3dc957b142479e1723a379494eb3) and animations from [https://www.mixamo.com/](https://www.mixamo.com/)
A tool for batching MeshInstance nodes into a single MultiMeshInstance.- Provides a new MeshBatcher node for easy implimentation. Simply used the node as a container for MeshInstances.- Place and edit individual MeshInstances for granular control.- Detects StaticBodies allowing for collisions with a MultiMeshInstance.
Color Calibrator with Macbeth chart to color match and color grade.Can be used in setting up neutrally lit scenes or color matching between applications.Repository contains Blender file and demo scene.
A Visual Novel Template for Godot Engine.
Godot Open Adventure Template (GOAT) is a tool for making 3D adventure games. It supports a simple inventory system, interacting with objects and screens, playing voice recordings with subtitles, and changing game settings.
Node allowing for real-time cutting of mesh, implemented in GDScript supportsrigid bodies , repeated cutting , cross section materials
This is a simple scene to display 3D healthbar.It should have better perfomance than viewport method. Mainly because it does not create any viewports and just works on simple Sprite3D node. You can add multiple healthbars and dont worry about perfomance.
This a template for Hole.io style games made with CSG
A very simple clicker game template, used to learn how one is made and to start as a basis for a clicker game you may want to create.
This tools allow users to place previously saved scene in a fast and comfortable way, using tabbed library interface to hold list of scenes, with several placement feature such as random scale / rotation, align to surface and grid-like positioning
Export CSG Meshes with 1 click How to use :- Combine all your CSGMeshes under a CSGCombiner node then press (Export to OBJ) in the Spatial Container Menu.Limitations :- Only works when you select 1 CSGCombiner node (Cant multiselect)- Only material diffuse and emission colors will be exported (Textures and maps wont be exported, but you can add them manually in your 3D editing software) - The plugin is still experimental ,so please report for bugs at: [email protected]=== New Version 0.3.2===*Bug fixes by (@szabotudor):--Object variable is cleared before being reused (to avoid stacking old meshes over new ones)*Bug fixes by (@mohammedzero43):--Fixed an issue with exporting .mtl and .obj with unmatched names=== New Version 0.3.0 ===*Usability improvements by (@Janders1800) :-- Added a FileDialog so the user can select where to save the exported obj file=== New Version 0.2.0 ===*Bug fixes by (@Henriquelalves) :-- Empty materials will now have a default material applied-- script fixes in writing object name
A simple plugin that covers for the Godot's still missing Level of Detail management. It's a tool to manage world maps more easily. It works recursively, meaning it can manage LOD Objects under other LOD Objects. This way you don't have to worry about managing every single prop, and can edit the world map chunk by chunk.Examples, and a detailed usage guide are on the Github page.
A 3D course editor for Godot Engine.
This plugin adds suport for holographics displays made by Looking Glass Factory to the Godot Engine.Just drop the new HoloPlayVolume spatial node into the scene and view your Godot project as a hologram!**Windows only at the moment.**
This is a library and template for creating 2D Tilemap based flipscreen games (think, original Links Awakening, Binding of Isaac, older games such as Dizzy and Jetset Willy, etc. or hybrids such) or with scrollable regions such as Celeste or original Metroid.A full tutorial and starter guide is provided as well as Godot tutorials for recreating a Metroid level in the 'download links' button and in the project files.
A template for games based on the Escoria framework
Provides a visual barrier at a constant 4km from the world origin in the Godot engine.* FloatBarrier.tscn provides an outward-facing barrier. In a nutshell, if you designed your game correctly, keeping things within 32-bit floating precision limitations, then you should never see this. You can ship this in your game and ideally nobody would ever notice.* FloatBarrierInv.tscn provides an inward-facing barrier. This one is more meant as a visual aid, to help level designers avoid going out too far.Because the root node is a Node and not a Spatial, you don't have to worry about parenting. The barrier will always be 4km from the global world origin.
This is a base for an infinite save system. Saves are sorted in descending date order.
Game template for games using the EgoVenture First Person Adventure framework for Godot.
Block out levels, prototype, do level design, test proportions, test imports and gameplay.All thanks to Kenney.nl's prototype textures.
Provides a helper node for building tile based worlds out of similarly sized scenes.This node is similar to Godot's built in GridMap node, but allows for the placement of entire scenes instead of just meshes.