Lightweight C# dependency injection helpers for Godot projects.
Modular Firebase integration for Godot with support for iOS and AndroidFeatures:- Firebase Core - Required base for all Firebase services- Firebase Analytics - Event tracking and user analytics- Firebase Crashlytics - Crash reporting and diagnostics- Firebase Messaging - Push notifications (FCM)
Godot MCP/CLI drives the Godot editor you already have open. The addon hosts a small server inside the running editor, and a command line tool or an AI agent connects to it to build scenes, write GDScript and C#, place geometry, run the game, and read state back out of it.This is not Godot's own batch command line. Running "godot --headless" or "--export-release" starts a fresh engine process with no open scene, no selection, and no undo history. This connects to the live editor session instead, so a command can act on the scene you are looking at, and every editor mutation goes through UndoRedo where Ctrl+Z reverses it.There are 312 commands across 49 groups. They cover scenes and nodes, GDScript and C# authoring, spatial placement with real world bounds and raycast seating, materials, tilemaps, animation and animation trees, physics, navigation, audio, UI, shaders, procedural generation, and project settings. A second family of commands reaches into the running game to inspect live node state, evaluate expressions, inject input, wait for signals, and capture frames, which is the part a text editor cannot do on its own.Discovery is built in. The engine group reads ClassDB from the running build, so an agent can confirm that a class, property, or method actually exists in your version of Godot before writing code against it. Newer engine features stay reachable without waiting for an addon update, because node properties and script execution reflect whatever the running binary exposes.Two ways to connect. Any MCP client that speaks streamable HTTP can talk to the editor directly at POST 127.0.0.1:9100/mcp with no external process running. Everything else uses the godot-mcp command line tool, which doubles as a stdio MCP server and is self describing at the terminal, so shell driven agents need no tool schemas at all. Both paths dispatch through the same command router with the same safety guards.Safety. Both servers bind 127.0.0.1 only and never 0.0.0.0. The HTTP endpoint also validates the Origin header, so a page open in a browser cannot reach the editor. Code execution paths are audited, direct editor write APIs are refused unless explicitly allowed, and file writes are confined to the project.Requires Godot 4.7 or newer. This entry contains the editor addon, which is all an HTTP capable MCP client needs. The command line tool, prebuilt for Windows, Linux, and macOS, and an agent skill that teaches the discover then drive workflow, are separate downloads from the GitHub releases page.
Native RevenueCat integration for Godot with full support for iOS and Android.Features:- Purchases & Subscriptions – Handle in-app purchases and subscription flows- Offerings & Products – Fetch available store products and remote-configured offerings- Customer & Entitlements – Check subscriber status and entitlement access in real time- Native Paywall UI – Display RevenueCat’s native paywall interface using RevenueCatUI
CGHEVEN Asset Library is an in-editor asset browser for CG/VFX content 3D models, HDRI skies, and animated flipbook/VFX sheets powered by cgheven.com. Browse as a guest, sign in with your CGHEVEN account for one-click download and automatic import (3D models as PackedScenes, HDRIs as WorldEnvironment skies, flipbooks as animated sprites). Includes category and subcategory filtering, live search, sorting, hover previews, favourites, cross-addon download sync, and a built-in auto-updater. Free tier available; Pro/Studio plans unlock higher resolutions and premium assets
A Godot editor plugin that provides a palette-based workflow for rapidly placing frequently-used scenes into your levels. Select scenes from customizable palettes and place them with automatic position extrapolation - perfect for level design, prototyping, and repetitive scene placement tasks. It works with 2D and 3D.**Features:**- **Multiple Palettes:** Create and manage multiple scene collections for different workflows- **2D & 3D Support:** Works seamlessly with both Node2D and Node3D scenes- **Smart Placement:** Automatic position and rotation extrapolation based on previously placed nodes for predictable spacing- **Preview Generation:** Real-time preview images for all scenes in your palettes- **Flexible Layout:** Adjustable grid columns and scroll position preservation- **Comprehensive Error Handling:** Detailed logging and graceful failure recovery- **Easy Scene Management:** Add scenes via file dialog, edit palettes on the fly, batch delete selections**Perfect for:**- Level designers who repeatedly place the same scenes- Rapid prototyping workflows- Tileset-style placement of 3D assets- Any project requiring frequent scene instantiationFully documented codebase for easy extension and customization.
# GF FrameworkGF Framework is a lightweight architecture framework for Godot 4. It helps larger projects keep gameplay code organized without taking over Godot's scene tree.It separates:- data and state in `GFModel`- gameplay rules in `GFSystem`- scene, UI, input, and presentation bridges in `GFController`- lifecycle-managed runtime services in `GFUtility`- pure algorithms and data helpers in `standard/foundation`- optional atomic gameplay extensions in `addons/gf/extensions`## Highlights- Managed lifecycle through the `Gf` AutoLoad and project installers.- Events, commands, queries, typed accessors, bindable properties, and lifecycle-safe module lookup.- Editor workspace for extension management, script templates, diagnostics, export filtering, and project tooling.- New projects start with only the kernel and standard library active; bundled optional extensions are disabled by default and must be explicitly enabled.- Standard utilities for storage, settings, audio, input, assets, diagnostics, UI routing, time, logging, and runtime inspection.- Foundation helpers for graphs, grids, pathfinding, hex grids, layer masks, tags, validation reports, formulas, timelines, variant data, and formatting.- Optional extensions for capabilities, action queues, save graphs, flow graphs, network snapshots, turn flow, interaction, feedback, camera, dialogue, combat, domain models, and physics helpers.- Optional AI Developer Kit for explicit project intent, version-bound API discovery, managed agent guidance, and approval-gated framework feedback without runtime dependencies.- GUT-tested maintenance suite and generated API reference.## BoundariesGF does not define your gameplay rules. It does not replace Godot physics, rendering, animation, UI design, or scene composition. Use it when you want stable architecture seams and reusable tools while keeping project-specific decisions in your own code.## InstallInstall the official Store package `gf-framework-9.0.1.zip`. It contains the full `addons/gf` addon folder: kernel, standard library, editor tooling, package manager, and bundled optional extensions. Optional extensions remain disabled until the project explicitly enables them, so the full package is the recommended first-install path.Copy `addons/gf` into your Godot project, enable `GF Framework` in `Project > Project Settings > Plugins`, then call `await Gf.init()` from your boot scene or use a project installer.Advanced modular installs are available from the GitHub Release. Download `gf-kernel-9.0.1.zip` only when you intentionally want a minimal bootstrap and will install additional packages through `GF Package Manager`, the Godot-native package CLI, a release registry, or an offline bundle. The minimal kernel package is not the recommended Store download for first-time users.Documentation: https://gf-framework.readthedocs.io/Source: https://github.com/C76GN/gf-frameworkLicense: Apache-2.0
Find untranslated strings the moment they happen — inside the editor.LocGuard Lite scans your Godot 4 project and lists:- missing-key: a key used in code or scenes that is absent from your translation CSV. Extraction covers tr()/tr_n()/atr() in GDScript, Tr()/Translate() in C#, and the text/tooltip/title properties plus OptionButton/ItemList items in .tscn/.tres — the strings Godot's built-in POT generator misses (see engine issues #73565, #95160).- empty-translation: a locale column left blank — your players silently get the untranslated source text.Usage: enable the plugin, open the LocGuard dock, click 'Scan project'. Double-click a finding to open the offending file.Verified headless against Godot 4.7 with an automated fixture suite (included in the repo).Free and MIT. The Pro version adds placeholder-drift QA (%d vs %s, {0}, {name}), BBCode balance checks, orphan keys, and a CLI + CI gate: https://blobsmith.itch.io/locguard
Just a basic way to display text on screen while in-game, with more features coming soon.Note about compatibility: I've only tested it on 4.7, but I see no reason why it shouldn't work on older versions going back to at least 4.0, possibly earlier.
Fast inline code prompts using the Codex CLI. This tool is NOT made for vibe coding or offloading game developments tasks, it's optimized to speed up small refactors and boilerplate code.
A pomodoro timer editor plugin. Improve your productivity!
Use your mouse's extra side buttons to instantly run the main scene or stop the active game preview.