# Cardboard VR Camera3DGoogle cardboard VR Camera for godot 4For mobile use: activate the gyroscope sensor on: 'Project Settings -> Input Devices -> Sensors -> Enable Gyroscope'Usage:* Just place on the scene orcharactebody 3D.Properties:* Active : bool = Is active* UseGysroscope : bool = If use gyroscope as rotation input* Mouse_Sensitivity : float = Mouse sensitivity when not using the gyroscope for rotation* GysroscopeFactor : float = gyroscore factor speed (sensitivity)* RotateParent : bool = if rotates parent* Handle_Mouse_Capture : bool = if handles mouse capture (for non gyroscope use)* Input_Cancel : String = Input to release mouse capture * EyesSeparation : float = Separation of eyes cameras* EyeHeight : float = Base height camera* EyeConvergenceAngle : Eyes camera convergence angle
This tool allows you to add a gizmo tool to your 3D projects. Made for in game level editors. Works on all 3D Node types.
This plugin allows you to draw 3D gizmo.It's more customizable and more optimized. You should also be able to add and make your own gizmos.Feel free to change it up and help make it better.
Coins Generator 3D is a plugin for Godot 4.3 that allows you to generate coins along paths in a 3D environment quickly and efficiently. Includes advanced options to distribute coins equally or based on path length, as well as allowing generation using PathFollow3D nodes or direct positions. Designed to facilitate the creation of collectibles in platform, racing and exploration games.
This is a versatile free-fly camera for Godot, designed to handle 3D character movement with smooth camera controls. It features adjustable movement settings, mouse sensitivity, sprinting, head rotation clamping, and more. It's perfect for exploring 3D environments or any other project that requires a free-form camera perspective.
Adds a new cone shape based on ConvexShape3D
A simple yet powerful 3D Particle System for Godot 4.3+. UniParticles3D provides an intuitive, modular approach to creating particle effects with a familiar interface inspired by Unity's particle system.UniParticles3D uses Godot's RenderingServer multimesh system for efficient rendering while keeping particle logic on the CPU. While not as performant as Godot's GPU-based particle system, it offers: - Easier and quicker setup - More intuitive controls - Visual gizmos for shape editing - Familiar workflow for Unity developers - Greater control over individual particlesPerfect for when you just want some simple effects with a quick setup.
Shooter toolkit - Beta versionJust Add as child of the Camera on a FPS playerCan be used without physical projectiles (will use ray tracing) or With rigidbody projectiles.Handles aim zoom.Handles impact particles effects (with ray tracing mode)
Lightweight tool to quickly create and edit efficient 3D stairs.
XR Body & Face Tracker from VMC Sources such as XR Animator
XR Body Tracker from Perception Neuron Axis Studio Motion Capture.
ReadyPlayerMe Avatar Loader with XR Tracker driving support.
XR Body Tracker from Movella MVN Animate Motion Capture.
A project designed at offering high performance, low complexity, ray marched clouds which can be flown through and can occlude world geometry, acting as essentially real time volumetric fog when inside of them.
An alternative hand-tracking library that forces the hand-skeleton to conform to the joint positions provided by the OpenXR API. Also can generate locomotion type actions from gestures that work the same as in VRChat
XR Hand Pose Detector for detecting player hand positions. This also allows for the creation of virtual controllers driven by hand poses.
XR Body Tracker for Rokoko Studio Motion Capture.
This is a procedural terrain generator that emphasizes ease of use and performance. It will create an infinite landscape around the player ship that will continue for as long as you keep flying, with the only limits being floating point errors from traveling too far away from the origin. Future plans include chunk pooling, and origin reset for truly infinite flying, and optimization of generation to reduce sharp edges.**UPDATE V1.1.0**This update introduces multi-threading for terrain generation. Generation should happen much faster initially, and the runtime generation happens in the background smoothly without jacking the gameplay up.
Scene Tools is an editor plugin for Godot 4.3+ to help you with editing your 3D levels and quick prototyping. It currently only supports asset placement.0.8.2 changelog:* Updated to work with Godot 4.3How to use1. After enabling the plugin, open the "Collections" tab at the bottom of the window.2. First, you will have to create a collection. Click "File", select "New collection", enter its name and click "Create".3. Save the file somewhere in your project. If you want to remove collection from the list, simply right click on it.4. Drag and drop your assets into empty space on the right.5. Select the asset you want to place from the list. Right click if you want to remove it from the collection.6. Select any node in the scene tree. Objects will be spawned as children of this node.7. Click "Scene Tools" button at the top (below 2D, 3D, etc) to open side panel. Plugin will be active only when the panel is visible.You should now be able to place the asset.
XR Animation Recorder capable of creating Godot Animation resource files for avatars.
imposter plugin for godot 4.xHelp you create an imposter scene
Converts CSG shapes in a scene without any setup.Adds a button to the 3D editor, visible while CSGs are selected.Convert selected (or all) CSG shapes to mesh instances or static bodies, while keeping the scene structure intact. Can read Use Collision to decide automatically.Will carry over settings and child nodes.Full Undo-Redo-Support.
This will allow you to create massive terrain, for open world games.This plugin is written in c++ in GDExtensionTerrain is divided into different region and the height map texture for region far away from terrain has lower resolution so take less space in VRAMThis also support grass system which you can use that for grass, or rock, Also grass system support collision which let you to create massive forest of tree with collision really fast (Grass is also Paintable)You can also bake navigation mesh from terrain (navigation mesh is also Paintable)Supporting sculpt brushSupport Height-map non destructible layersSupporting HolesSupporting WaterSupporting Color brush with different algorithm like Splat-mapping, Index mapping, bit-wise brush ...------------------------------------------------This release:Grass Data per instanceThe biggest update for this version is the grass data custom which you can send to grass! You can send these data to each instance of grass:You can send some random number unique for each grass instance, you can control this random number!You can send any image which you used in Terrain to grass, only a single color value depend on the position of the grass on terrain will be sended to grassYou can also send the grass creation time which you can calculate the age of grass and create a growing effect for grassThis update is not about grass data there are more features and bug fixesOther changesNow if you add an image in terrain data and you do not declare that in terrain Shader, that image will remain only on RAM memory, and you can read from that and use that in various things! (One use of that is to send that data to grass)Optimizing grass update in run-timeFixing the color paint issueThis time the color which you paint will appear in the background of each layer in paint panel (only for color-brush and channel-painter)Detecting OpenGL or compatibility mode and changing the Shader code for that so it will work as you start a new-project (If you create a terrain with Vulkan and then change to OpenGL you need to fix the Shader code by yourself as some Shader code which works for Vulkan does not work for OpenGL)In this release we have a road system! but it is just a start!
Strobe Lights allows you to add strobing effects to any Light3D node. Customize the flashing frequency and control the light’s energy, color, and intensity.Simply attach the StrobeLight3D script to any Light3D node.
Set up your joystick to control the CharacterBody3D. This node should be added as a child of CharacterBody3D, and you should configure your joystick in the Godot inspector (it comes pre-configured).How it works:The left joystick moves the CharacterBody3D, the right joystick rotates the SpringArm with the camera, the A button makes the character jump, the R button locks the camera, and holding the L button switches to first-person view. There’s no need to create a SpringArm and camera, as this is already handled.Note: Character Control already applies gravity to CharacterBody3D, so you should not add another script that handles gravity.
A add-on which can quickly be added to your 3D project to have a spring based grappling hook system similar to Unity
3D Controls plugin For Godot 4.3:Includes:* First Person Controller* Third Person Controller* Side-Scrolling Controller* Top-Down ControllerPlug-and-Play* just add as a child of the Character3D node, and it will work.* Requires the following actions on input map: "up", "down", "left", "right", optionally: "sprint", "jump"those values can be changed on the node inspector.Other configurations:* General (For all control types):* Geometry = Player geometry, if not provided it will look for the first MeshInstance3D sibling, if doesn’t exist will not handle geometry movements.* Jump (For all control types):* Jump Height* Jump time to peak = Time to reach the top of the jump* Jump time to descend = Time fall* Variable Jump = If the jump can be interrupted by releasing the jump action key* Air control on jump = If player can be controlled in middle-air* Coyote Time = time that player can jump after leaving a platform* Jump Buffer Time = time that player can activate jump before hit the ground* Movement (For all control types):* Walk Speed* Sprint Speed* Acceleration* Deacceleration* Movement Type = "Move and Slide" or "Move and Collide" or "None" (Movement must be handled on player code)* First Person:* Mouse Sensitivity* Turn Speed* Rotation Type = Rotate player or just the geometry* Horizontal Offset * Vertical Offset* Custom Camera (Optional)* Max Camera Angle* Min Camera Angle* Third Person:* Mouse Sensitivity* Turn Speed* Rotation Type* Horizontal Offset* Vertical Look at Offset* Start Angle* Custom Camera* Max Camera Angle* Min Camera Angle* Spring Length (camera)* Custom Camera (Optional)* Side-Scrolling* Turn Speed* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Camera Look at Player* Camera Lock Y Rotation* Camera Max Boundary* Camera Min Boundary* Spring Length* Angle (Camera)* Horizontal Offset* Vertical Offset* Custom Camera (Optional)* Top-Down* Action Type = Use actions to move or move to mouse click* Floor Group = Required to find floor StaticBody3D to handle mouse click on click mode.* Turn Speed* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Spring Length* Angle (Camera)* Horizontal Offset* Vertical Offset* Custom Camera (Optional)Check out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
3D Enemy Toolkit For Godot 4.3Includes:* Follow Target 3D* Simple Vision 3D* Random Target 3DSee examples to see full implementation.Configurations:* FollowTarget3D:* signal: ReachedTarget(target : Node3D) => If target was reached, uses ReachTargetMinDistance* Speed : Movement Speed* TurnSpeed : Turn Speed* ReachTargetMinDistance : Distance to target to emit ReachedTarget signal* SimpleVision3D:* signal GetSight(body : Node3D) => When Target it's seen * signal LostSight => When Target it's lost * Enabled : If is enabled* LookUpGroup : Group to lookup* Distance : Vision distance* BaseWidth : Vision Shape Base Width* EndWidth : Vision Shape end Width* BaseHeight : Vision Shape Base Height* EndHeight : Vision Shape End Height* BaseConeSize : Vision Shape Base cone Size* VisionArea : optional CollisionShape3D with vision shape, if set ignores other shape configurations.* RandomTarget3D:* MinRadius : Minimum radius for the target* MaxRadius : Maximum radius for the target* MaxAngleRange : Minimum angle range for the next target* MinAngleRange : Maximum angle range for the next targetCheck out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
Adds three new types of mesh "Icosaedron Sphere", "Octaedron Sphere" and "Cube Sphere" for MeshInstance3D. Plugin can easily generate spheres with configurable UV map and count of poligons. Meshes Inspector panels are quite similar to default UV-Sphere. Improved version of my old "Icosaedron Sphere (IcoSphere) Mesh" plugin with better scripting API and faster sphere-gen system.
A Godot plugin with a custom Sprite3D type and a shader that avoids clipping when using billboards
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.
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 plugin simplifies the process of importing and retargeting Mixamo animations in Godot 4.3 projects. Automatically retarget and extract animation resources for use in your AnimationLibraries.DisclaimerThis plugin is not affiliated with or endorsed by Mixamo or Adobe. Mixamo and its logo are registered trademarks of Adobe Inc. All rights to Mixamo assets and branding belong to Adobe Inc.
A Godot plugin to create 3D highways, streets, and paths with ease. This is the Godot 4.3-4.4 asset, the plugin is also available for 3.5.Features include:- Fully custom geometry extending the 3D Path node, for perfectly tiled road seams and no holes or gaps.- Custom nodes for road generation (RoadManager, RoadContainer, RoadPoint, and RoadLane)- Utility RoadLaneAgent node for easily following your road- The ability to define arbitrary number of lanes and other parameters on a per-RoadPoint basis- Procedural geometry for lane changes based on connected RoadPoints- Automated collision mesh generation- Automated AI lane paths created with neighbor-connectedness- Visual feedback with custom viewport gizmos- Quickly generate roads using interactive an interactive add mode and live connection tool- A variety of pre-modeled intersection pieces are available to drop into your scene, with the ability to "snap" to your other road points.- Export your roads directly to gLTF for further customization, and easily swap them back into your scenes by turning off procedural geo while retaining AI lanesComing soon:- Support for procedural intersections; hand made 3D model intersections already supported
A versatile interaction toolkit for 3D worlds. Easily create dynamic interactions like picking up, throwing, and more.
Building Culler allows you to manage the showing/hiding of upper levels of your 3D buildings when your character enters. This is useful for third-person games where the camera collisions make navigating interiors difficult.Add a Building node to denote your building, and create BuildingLevel nodes inside of it for each level of your building. All objects inside on your BuildingLevel's will have their visibility, physics, and processing culled if the player enters a floor that is lower than the associated floor.Don't forget to add a BuildingLevel for your roof, especially for single-story buildings, to cull the roof when the player enters.