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.
# 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)
Allows you to programmatically tween an objects: float variables, vectors and colours.The gdTweener node uses flux-like syntax.https://github.com/rxi/flux
These are support scenes for creating AR and VR applications in Godot. They need to be used in combination with one of the AR or VR interfaces.This plugin has been tested with Godot 3.4, it may work with earlier versions.Documentation is provided here:https://github.com/GodotVR/godot-xr-tools/wiki
Writing 5 lines of Code to read & write files is too much for you?With this plugin you only need 1.Also adds a file monitoring signal.It makes everything about files just a little bit easier.Features a clunky file viewer as an example and saved files to look at.
Embeddable Software MIDI Player for Godot Engine 3.4 and later.2.5.5 update:* Fixed double displaying in Node list.2.5.4 update:* Refactoring source codes* Some changes smf/sf2 file reading APIs.2.5.3 update:* No use when running on debug build.2.5.2 update:* Added no_thread_mode for HTML5 env.2.5.1 update:* Fix crash when hot reload in the debug mode by save on the editor.2.5.0 update:* Use thread for sequence playing.2.4.7 update:* Fixed affected key_shift for drum track.* Fixed attack/decay.2.4.6 update:* Fixed some problem with velocity range and key range2.4.5 update:* Added some drum track assign group.2.4.4 update:* Fixed occured error that set to volume_db before _ready( )2.4.3 update:* Added some signals (resets, etc...)* Improved reuse player finding method2.4.2 update:* Fixed hold1 (sustain/dumper pedal) behavior.* Update demo project.2.4.1 update:* Changed GodotMidiPlayer super class to Node2.4.0 update:* Signal only mode when MidiPlayer.soundfont is nullFeatures:* 100% Pure GDScript* Play Standard MIDI File format 0 and format 1 with SoundFont.* Emit signals on some MIDI events (changes tempo, lyrics, markers or something).* Receive raw midi messages* You can play procedural generate MIDI sequences.Demo:https://bitbucket.org/arlez80/godot-midi-player/downloads/demo.zipRepository:https://bitbucket.org/arlez80/godot-midi-player/Wiki:https://bitbucket.org/arlez80/godot-midi-player/wiki/
Functions for supporting a dice rolling syntax (eg "4d6d1!"). Allows for dice rolls and probability calculations. The syntax supports dropping high/low rolls, exploding/compounding dice, and rerolls. See https://github.com/oganm/dice_syntax_gd for a documentationJump from 1.1 to 2.0 renames a few functions for clarity. Re-visit documentation if updating. (https://github.com/oganm/dice_syntax_gd#breaking-changes-11-to-20)
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.
This is an addon for implementing rollback and prediction netcode in the Godot game engine.Beyond the basics (gathering input, saving/loading state, sending messages, detecting mismatches, etc) this library aims to provide support for many of the other aspects of implementing rollback in a real game, including timers, animation, random number generation, and sound - along with high-quality debugging tools to make solving problems easier.Implementing rollback and prediction is HARD, and so every little bit of help is important. :-)