Parley is an easy-to-use, writer-first, and scalable dialogue management system and is designed to be used by game writers and developers alike.
A dropdown button in your toolbar that lets you switch directly between screens/monitors to run your project on.How does it work?It reads & sets the editor setting run/window_placement/screen and generates its options directly from the corresponding hint_string, attempting to stay up-to-date with possible future changes.
A simple root motion removal tool for Mixamo animation
A foundational inventory framework for GodotDesigned with an MVC-like architecture that separates presentation layer from data layer, offering high extensibilitySimple integration with minimal intrusion into existing projectsSupports independent data saving and loading
A simple script that forces the script list on the left of the script editor to stay sorted no matter what.It has all the options that the manual sort mentions at "text_editor/script_list/sort_scripts_by" located in the Editor Settings at the bottom. Further sorting algorithms are much appreciated if you want to contribute on the GitHub.
Minimizes networking setup required for your Godot multiplayer game.- Currently designed for match based multiplayer games, but is highly configurable.- Networking lifecycle signals and common menu actions are exposed through a simple set of functions.- Facilitates common match actions like readying a player, spawn point retrieval, respawning, game over checks, and player reset.Easy to get started- Build your menus around the networks you want to support.- Connect the buttons to the provided host and join game functions.Customizable- Easy to override built-in functionalitySupported networks- ENet (local and dedicated server)- Noray Client-host P2P (coming soon!)
A simple yet powerful plugin to streamline metadata editing in Godot 4. Define reusable templates, and manage node metadata directly in the Inspector with full undo/redo support.- Template-Based: Define common metadata once and apply it across nodes- Seamless Integration: Add/edit/remove metadata via an intuitive foldable UI- First-Time Friendly: Auto-generates a sample template file on first activation- Type Support: Int / Float / String / Bool with proper UI editorsCurrently supports only basic types. Complex types (e.g. arrays, resources) are not yet implemented — contributions welcome!For full usage instructions, see the GitHub README
Apply pywal colors to the Godot editor theme
Addon For Godot 4This plugin allows you to mark folders to be Ignored/Unignored by the project,This means that for any folder marked as ignored, the project will ignore its contents and references.**Warning**The folder marked as ignored will be ignored from the project, any reference to files included in the folder will no longer work!If you just want to hide the folder for a visually cleaner file system, you should use my other plugin called Hide Folders.**Use Case**This is useful if you want to have a folder where your files won't be included in the project or its export, such as backups, .blend files, testing files, etc.Also for scripts that you want to leave for later and that you have half done and that generate some type of error message in the console.**How Work**In the File System Dock Press RMB (Right Mouse Button) in any folder of you want mark ignore/unignore.File System Dock has a button on top for show/hide ignored files, you can see the ignored folders at the end. (.godot not included)
Supports Godot 4.1+. Adds ability to validate exported values and workable non-tool buttonsIf it detects any changes in inspector it will call your own method where you can check exported values or set them, you can change the method name in settingsYou can also export buttons that will call your methods, similar to `@export_tool_button` only your classes doesn't need to be `@tool`By the nature of how it works, it will only work with exported data, while inside your methods the instance doesn't have any children or parents and it's not in the tree. To work with the scene your method can accept helper class `RLink`, which provides common operations on the treeSee the link to documentation in GitHub for more info
Use a gamepad as a system-level mouse in Godot.
A simple godot export plugin that connects godot's video export mode to the export menu. Requires the NovaTools plugin as a dependency.