If you have a mesh imported from a program like Sketchup, for example, and you wanted to use materials inside the editor rather than imported with the mesh, this script will fix the issues of importing the obj and not being able to see it due to missing materials or transparency issues. Just drag the script into your mesh instance and restart
A simple project that uses cells from tilemaps to construct paths between origin and target position with a custom A* based Pathfinder written in GDscript.
Godot object pool. Used to instantiate a pool of objects using a user-defined pool size, PackedScene, and prefix. Some convenience methods exposed allowing a pool.get_next_dead() to fetch the next available object from the pool.
A behavior tree editor plugin
Godot quest system (WIP).
Godot Engine (v3.0) Hotbars
Godot Engine (v3.0) screen manager with config factory to support loading screen config using ConfigFile.See example project for some usage.
Extension to the base KinematicBody with support for step height and slope handling.
This plugin enables a dock that let you transfer all the animations from the AnimationPlayer to the AnimationTreePlayer as animation Nodes.Steps:1) select the AnimationPlayer and press the LOAD button in the ImportAnim window2) select the AnimationTreePlayer and press the IMPORT button3) refresh the AnimationTreePlayer selecting another node and selecting again the AnimationTreePlayerYou can optionally SAVE all the animations, present in the AnimationPlayer, as separate files (saved in res://animations)known bugs: once you import all the animations in the AnimationTreePlayer the nodes don't show up immediately, you have to select another node and then select again the AnimationTreePlayer
A simlpe script to make screenshots and save it as png file in a custom directory.There is a simple test scene "demo.tscn" where you can test the script if you want (Press F11 to make screenshots).Otherwise you can just download/copy the screenshot.gd from the scripts folder into your project folder.Script Settings:- Shortcut Action: The name of an action from the Input Map that should trigger the screenshot creation.- File Prefix: An optional prefix for the filenames, you can leave it empty. - File Tag: At the moment you can choose between two timestamps that becomes part of the file name. 1. A simple date + time stamp or 2. A unix timestamp.- Output Path: The directory where you want to save your screenshots.
Disclaimer: This is an experimental plugin for prototyping multiplayer games. It is not ready to production and may it will not be released in its final form due to security reasons.
A simple implementation of a variation on a finite state machine that uses a 'pushdown' stack arrangement to handle states.Attach an instance of the finite_stack_machine.gd class to any entity in your Godot scene. Push new states to the top or bottom of your 'state stack' to control the flow of behavior.The demo shows of some of the features. I've only done limited testing on the on_start and on_end transitions of states, but so far everything seems to be working. Please make an issue if something isn't working!Still in an early version with some planned features missing: better input event handling, perhaps hierarchical states, etc.