Shatter meshes into shards in Godot 4.This addon creates a polygon explosion effect similar to Sword Art Online.Usage:1. Add the addon to your game's addons folder.2. Attach the ShardShatter.gd script to a node.3. In the Editor group, set Target Path to the node you want to shatter (preferably a MeshInstance3D).4. Press Shatter to shatter the target node!5. Alternatively, call the shatter method on the node with the script.
Turn a 47-blob autotile tilesheet into a fully wired Godot 4 TileSet in one click: terrain set configured (Match Corners and Sides), terrain peering bits set on all 47 tiles, optional full-square collision shapes (physics layer 0). Also supports 16-tile sides-only sheets (Match Sides).Usage: Project > Tools > Blobsmith Autotile Wirer... — pick your tilesheet PNG (tile size and mode are auto-detected from the image), click Generate. A ready-to-paint .tres appears next to the PNG: add a TileMapLayer, set its TileSet, and paint in the Terrains tab.Sheet layout: 8 columns, ascending canonical-mask order (full spec + example sheet in the repo). Need the sheet itself? Blobsmith (https://blobsmith.itch.io/blobsmith) draws the complete 47-tile sheet from 6 base tiles and exports this exact layout; there is a free in-browser version.Verified against Godot 4.7 stable with a headless test suite included in the repo (mask tables, TileSet structure, save/load round-trip, and real TileMapLayer terrain painting).
This is a plugin that lets you use FontAwesome 6 (free) icons in your project.
Create custom easing curves for tween interpolation.
Composable card and battlefield zones for Godot 4.6: UI-native Zone controls, spatial models, and predictable drag/drop.
TCA Weather System v1.4.0 - Editor Integration and Performance UpdateTCA Weather System v1.4.0 - 编辑器集成与性能更新---What's New in v1.4.0 / 1.4.0 新特性Editor Plugin Integration / 编辑器插件集成English- Registered as an official Godot editor plugin (plugin.cfg)- "Add Weather to Scene" menu item for one-click weather setup- Plugin appears in Project Settings under Plugins- Weather controller automatically instantiated into the current scene中文- 注册为官方 Godot 编辑器插件 (plugin.cfg)- "Add Weather to Scene" 菜单项,一键添加天气系统- 插件出现在项目设置的插件列表中- 天气控制器自动实例化到当前场景---Weather Audio Signal System / 天气音频信号系统EnglishExposes weather events as signals so developers can connect their own audio logic.- weather_type_changed(old_type, new_type): Emitted when weather type changes- rain_intensity_changed(intensity): Emitted when rain intensity changes- snow_intensity_changed(intensity): Emitted when snow intensity changes- fog_density_changed(density): Emitted when fog density changes- wind_gust_triggered(strength): Emitted on wind gusts中文将天气事件暴露为信号,方便开发者连接自己的音频逻辑。- weather_type_changed(old_type, new_type): 天气类型变化时发射- rain_intensity_changed(intensity): 降雨强度变化时发射- snow_intensity_changed(intensity): 降雪强度变化时发射- fog_density_changed(density): 雾密度变化时发射- wind_gust_triggered(strength): 阵风触发时发射---Performance Optimization / 性能优化English- VegetationWindDriver: Replaced find_children_by_type() with material registration system- Eliminates per-frame scene tree traversal for vegetation wind updates- Wind updates now O(n) where n equals registered materials, not total scene nodes- Significant performance improvement for large or complex scenes中文- VegetationWindDriver: 将 find_children_by_type() 替换为材质注册系统- 消除了植被风力更新时的每帧场景树遍历- 风力更新现在的时间复杂度为 O(n),n 为已注册材质数量,而非场景节点总数- 对大型或复杂场景有显著的性能提升---New Files in v1.4.0 / 1.4.0 新增文件TCA_Weather_System/├── plugin.cfg # Editor plugin registration / 编辑器插件注册├── plugin.gd # Editor plugin script / 编辑器插件脚本├── scripts/│ ├── EnvironmentManager.gd # Updated with weather signals / 更新天气信号│ └── VegetationWindDriver.gd # Updated with registration system / 更新注册系统---Quick Start / 快速上手One-Click Scene Setup / 一键场景设置Use the editor menu: Project - Tools - Add Weather to SceneOr manually:var weather = preload("res://addons/TCA_Weather_System/weather_controller.tscn").instantiate()add_child(weather)---Weather Audio Integration Example / 天气音频集成示例func _ready(): var env = $WeatherController env.rain_intensity_changed.connect(func(intensity): if intensity > 0.5: $RainAudio.play() else: $RainAudio.stop() ) env.wind_gust_triggered.connect(func(strength): $GustAudio.volume_db = linear_to_db(strength) $GustAudio.play() )---Material Registration Example / 材质注册示例func _ready(): var wind_driver = get_node("/root/World/VegetationWindDriver") if wind_driver: wind_driver.register_material(tree_material) wind_driver.register_material(grass_material) wind_driver.register_material(flower_material)---Volumetric Clouds / 体积云var sky = $EnvironmentManager.sky_materialsky.set_shader_parameter("cloud_density", 0.3)sky.set_shader_parameter("cloud_shadow", 0.5)sky.set_shader_parameter("wind_direction", 45.0)---Wetness Effect / 湿润效果var wetness = $TerrainWetnesswetness.wetness_strength = 0.8wetness.dry_speed = 0.1---Fog Control / 雾控制var env = $WorldEnvironment.environmentenv.fog_height = 10.0env.fog_density = 0.15 * rain_intensity---Performance Tuning / 性能调优Setting Low Medium High UltraWave Layers 1 2 3 3Cloud Layers 1 2 3 3Volumetric Clouds Off Low Mid FullWetness Effects Off Low Full FullParticle Count 30% 60% 100% 100%Mobile Recommended: Low Quality---Changelog / 更新日志v1.4.0English- Added editor plugin integration (plugin.cfg + plugin.gd)- Added "Add Weather to Scene" menu item- Added weather audio signal system (5 new signals)- Fixed VegetationWindDriver per-frame scene tree traversal performance issue- Updated EnvironmentManager with weather signal emissions中文- 新增编辑器插件集成 (plugin.cfg + plugin.gd)- 新增 "Add Weather to Scene" 菜单项- 新增天气音频信号系统 (5 个新信号)- 修复 VegetationWindDriver 每帧遍历场景树的性能问题- 更新 EnvironmentManager 添加天气信号发射v1.3.0- Added volumetric cloud system with self-shadowing- Added enhanced fog system with weather blending- Enhanced day/night cycle with sunrise/sunset effects- Added rain visual improvements and ground wetness- Added particle system optimization for mobilev1.2.0- Added dynamic terrain wetness system- Added vegetation interaction system- Improved performance controllerv1.1.0- Added performance optimization system- Added global wind system with gust and turbulence- Added weather transition and forecast systemv1.0.0- Core water rendering system (Gerstner Waves, God Rays)- Sky and atmosphere system (Rayleigh + Mie scattering)- Environment management (10+ weather presets, seasons, day/night)---Credits / 致谢Author: ks222Volumetric Clouds: Custom raymarching implementationSky Shader: Inspired by UE5 atmospheric scatteringWater Shader: Custom Gerstner wave implementation---License / 协议MIT License - Free for commercial and personal use.MIT 协议 - 免费用于商业和个人用途。
A Godot 4 GDExtension written in C++ that provides lightning fast 2D spatial queries for nodes in a scene. It maintains a uniform grid refilled on the physics tick (at adjustable time intervals). It lets you efficiently query nodes by their position offering functions like: get_closest(...), get_random(...), get_next(...),...Check the github repository for more information...
Icon Widget adds an in-editor Iconify browser to Godot: search and preview icons without leaving the editor, then replace the selected widget icon in one click. It also supports local SVG/PNG files and quick import to project folders.
a godot deungeon creation tool
A tool for lossless compression of sprites with identical regions.Use SpriteDicing to split a set of sprite textures into units, discard identical ones, bake unique units into atlas textures to then seamlessly reconstruct the original sprites at runtime, without actually keeping original textures in the build.The solution significantly reduces build size when multiple textures with identical areas are used.
A collection of plug and play game component to help speed up game development
DragDrop2D is a simple GDScript framework to allow the player to drag/drop CharacterBody2Ds around.
A 2D 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.
MetroCamera2D is a subclass of Camera2D that allows the user to define regions of the world that can constraint and override the camera's settings individually.Constraints can have different forms:- Area defined by a Shape2D or a Polygon2D- Fixed path defined by a Path2D node- Fixed point defined by a Marker2DOther supported features include: offseting, smooth interpolation, mouse-based look-ahead ...
A 2D 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 powerful, yet easy, scene transition manager - built in C#. Includes a good variety of shader based transition styles and animations, such as: - ColorFade - Slide - Pixellate - Voronoi - Dissolve You can seamlessly mix and match between all styles for entry/exit transitions. Each style is further configurable via a fluent API for easy one-liner transitions.Clean, reusable structure - User extensible.Fully documented.Examples and previews available in the repo.
A Camera2D inheriting node that allows for an attached Window node to have it's screen position and size corelate exactly to this node's global_position and camera size.This supports both embedded and native windows, and allows for the screen offsets to be relative to the virtual screen space or the SceneTree.root. This also ensures that the positioning and resizing of the window works both ways, allowing for full use of the native OS's window handles.Due to heavy implementation changes introduced in Godot-Spyglass v2, Godot-Spyglass v2 is not backward compatible with Godot-Spyglass v1. This also means that compatibility with Godot v4.5 is no longer supported.
SpringBody2D adds a trampoline-like physics node to Godot 4, producing elastic bounce reactions when RigidBody2D objects collide with it. Unlike standard high-restitution collisions which reflect velocity instantly, SpringBody2D accumulates energy during impact and releases it as an outward impulse on separation — creating a weighted, physically satisfying bounce from dropped or flung objects without requiring direct user input.Nodes are customizable with properties for bounce intensity and responsiveness, and can be combined with each other and other physics bodies for varied interactions.Enable via Project → Project Settings → Plugins → SpringBody2D
Card Framework is a lightweight, extensible toolkit for creating 2D card games in the Godot Engine. Whether you're building a classic Solitaire, a TCG (Trading Card Game), or a deck-building roguelike, the Card Framework provides flexible card handling and UI structures to speed up development. Use this framework as a starting point for card-based gameplay in any 2D project.
A real-time circular minimap system for Godot 4 featuring:- 2D & 3D world tracking- Player rotation alignment- Edge clamping system- Icon system using Resources (Color or Texture2D)- Auto-registration via groups- Default icon presetsEasy integration for RPG, FPS and top-down games.
Provides a Sprite2D node that auto generates its custom collision polygon shape.
Godot Scene Painter adds basic text painting functionality for development directly into the Godot 2D scene editor with zero runtime cost. Just press the new paint button in the toolbar, and you can:- Leave notes for yourself or teammates.- Sketch out ideas right where you want them.- Plan out levels in advance.- Do a bunch of other stuff I can't think of off the top of my head.See Github repository for more information.
Adds the visual shader node preview feature in the code editor.A real-time variable inspector and visual debugger for Godot shaders.
A Godot editor tool that streamlines the creation of frame-based animations from sprite sheets.