This tool does two things:* It creates ragdolls with RigidBodies and Generic6DOFJoints, instead of PhysicalBones.* It implements a simple animation tracer using joint motors, to mimic the popular method of creating Active Ragdolls[1].** WARNINGS AND USAGE ON GITHUB PAGE**The provided joint script is meant to create a Torque Driven[2] active ragdoll, however, given that it is attached to Joint nodes, its behaviour can be reprogramed, and adjusted for your own needs.[1] - https://www.youtube.com/watch?v=HF-cp6yW3Iw[2] - https://www.youtube.com/watch?v=hQub6caVlpY
A multi-party Kanban project management plugin for Godot.Tasks are stored in JSON text files and can be created from TODOs in source code.
Scans a Godot project, lists the nodes used and (that's for later) helps you to create a shorter build.
Parses command line arguments and options to allow for settings to be provided to a game when it's run.Usage:`ArgParse.get_options()` returns a dictionary of command-line options. eg: `game --foo=5 --bar` will return `{"foo":5, "bar":null}``ArgParse.get_arguments()` returns an array of command-line arguments. eg: `game foo bar` will return `[foo bar]`
A behavior tree plugin for action games.In many cases we want the behavior tree have continuous state capabilities. For example, during a character is casting an action, we need this behavior tree focus on this action and no need to check or toggle states in partial branches.A RUNNING status is added for indicating that this node is running continuously.Documentation: https://github.com/gsioteam/action_behavior_treeLiving Demo: https://gsioteam.github.io/ActionGame/
A wrapper of Photon C# Client SDK for GDScript.Contain Photon Realtime Client and Photon Chat Client.Because of the lack of time, I can't complete a perfect description in both script and document.But the usage of this SDK is similar to Photon C# Client SDK, basically you can refer to the official document.
This tool allow to write persian text in godot engine
This plugin adds OpenXR support to Godot.Supports Windows, Linux and QuestWorks best with Godot 3.4
"Export On Save" is a simple addon for Godot that will export your game every time that you save!You can choose which export preset gets exported by going to "Project" -> "Project Settings..." -> "Editor" and changing the "Export Preset On Save" setting.(If a preset you just added isn't available in the dropdown, just save your project, close the "Project Settings" dialog and open it again.)
Reverse any animation in your project (Creating a new reversed animation)
Automatically increase the editor's debug port number to allow for easy usage of multiple editors.
A ready to use credits scene for the Godot Engine.
PACGD is a Point and Click system built with the user in mind. Our main goal is to make a FAST, LIGHTWEIGHT, and DEV-FRIENDLY system.The complete documentation alongside examples can be found on the website: https://gagdiez.github.io/PACgd/
Plugin that can run your project and pass some data from editor to your game. For example, you can run the game and spawn player at the position of cursor in the editor to quickly test parts of a level.Before using the plugin, you need to configure it first by editing "addons/CustomRunner/CustomRunner.gd" file, following the comments in the file. The interesting bit are 3 methods:_can_play_scene() - called when pressing the plugin shortcut (F7 by default). The current scene is passed to that method and if it returns true, the plugin will run the project. You can for example check if this scene is a Level class (if you have one)._gather_variables() - called before running the project from the plugin. Use add_variable() to add variables that you want to pass from editor to the game. By default it passes "scene" variable, which contains filename of the current scene. There's also an example line that adds current cursor position._get_game_scene() - return the main scene you want to run. This should be your "game" scene, i.e. scene that has player, HUD and instantiates the level etc. Leave empty to run the currently opened scene instead.After the project is started using the plugin, use CustomRunner.get_variable(variable_name) to retrieve the data passed from the editor. You can also use CustomRunner.is_custom_running() to check if the game is running using the plugin and data is available.Check the repository page for more info and example project.
This is an addon for Godot that allows you to very easily add subtitles to your game. This was intended to easily integrate into an existing game and be simple enough to manage for a game jam.Subtitle styles currently supported:* 3D Spatial Subtitles (it locks to the 3D position where the audio originates, or along the screen edge if the sound was off-screen)* Dialogue subtitles.(Handled in a queue so all the subtitles are seen)There are several options available for changes to the subtitles, and the system uses Label nodes for the subtitles, so if you have translations registered, they will translate automatically using the keys you provide.
A routeable HTTP server for Godot.
This plugin exposes a WebSocketServer that can be used to control the Godot editor from external programs.This will be used to provide enhanced functionality to the official VSCode godot VSCode extension.
SaveNode is a Godot addon which makes it very easy to setup savestates for your Godot game.
A Godot plugin that ports sfxr, the popular program of choice to make retro sound effects for games.You can use sfxr sound files like regular audio files in Godot and edit sound files like in the original sfxr.
PONG! is an addon for godot that lets you play PONG! right in your godot editor
This plugin add a Node to manage discrete swipes on touchscreens devices as Input actions.
This official plugin lets you interact with Git without leaving the Godot editor. More information can be found at https://github.com/godotengine/godot-git-plugin/wiki.Only compatible with Godot 3.2.x to Godot 3.4.x.Installation: Copy the contents of the addons/ directory to your res://addons/ directory
This is a basic editor plugin for the Godot engine to simplify uploading projects to Itch using Butler
Fun Coding is a simple plugin to have some fun while coding.
This plugin imports *.blend files as native scenes. The *.blend file is exported as glTF 2.0 and then imported by Godot. The glTF file is cleaned afterwards.
A radial menu for Desktop & Mobile devices
Display statistics of your Godot project inside the editorFeatures:- Scripts lines count (code, comments, blank and total).- Scenes count, size and number of nodes on each scene.- Resources count and size.- Display most used resources and file types on a pie graph.- Exclude files or directories from statistics generation.
Quickly change and test Project Resolution settings.Useful to test and prevent your UI from being inconsistent in different resolutions.
Recreation of the Godot 3 editor's input map for in-game use.Features:- Most of what the editor's input map can do.- The ability to control whether the player can add actions, delete actions, add inputs, and delete inputs.- Ability to delete the default "ui" actions if you really want to for some reason.Not extensively tested, so please tell me if there are any bugs!
Colyseus SDK for Godot.Documentation: https://github.com/gsioteam/godot-colyseus#documentationTry the online mode of this demo: https://gsioteam.github.io/ActionGame/
In-editor box modeling tools for ArrayMeshes.See https://github.com/jarneson/godot-ply for full documentation.
A text editor with many features:- Table of contents.- Tag filtering.- Comment toggling for .md .yaml .json .ini .cfg.- Directory colors.- And tons of Quality of Life features.
A very simple and easy to use Finite State Machine for Godot.
A plugin written in GDScript which downloads google spreadsheet with Google Sheet api v4.Support minimum file patch with dedicate gsx2json-go service. https://github.com/deflinhec/gsx2json-go
Easily access and edit your favorite project settings and editor settings directly from an editor dock without having to browse hundreds of properties in Project Settings window or Editor Settings.
Simple interactive scene changer. Implemented as singleton/autoload class. This class/script allows you to quickly and easily make transitions between large scenes. Implement your custom lightweight loading/transition screen and load large scene. You get feedback of loading status of your scene in procent(%). You can also setup you loading screen to awaiting player action to go to next scene. This implementation works also for web applications.Version 0.0.6