ROKOJORI ACTION LIBRARY
Tutorials, projects and assets can be found on the Offical Website
For Actions
An action is just a node that can be added in a scene in the editor or via code. Actions can be easily written, combined, reused or connected to signals as callback instead of writing code. They also can be tested easily by a button press in the editor and since an action can be also a list of actions, multiple actions can be chained together.
For Game Creators
The library comes with a lot of out-of-the-box no-coding-needed working nodes, solving typical problems for games. From input managing, cameras, timelines, procedural graphics, animations, ui, audio, localization to multiplayer. Quickly iterate ideas and get working functionality done early.
For Programmers
Since a lot of time on games is spent on content creation and iteration, the action principle allows programmers to focus on logic and externalize side effects easily to designers. This unifies the UX for all non-coders and gives coders one interface can be used in a simple, but efficient way.
For Procedural Designers
A lot of 3D generation programs are not flexible enough in their 3D creation pipeline and are not a good fit for Godot. The library contains a lot of tools for creating, modifying, optimizing and placing assets.
Changelog for version v0.5
No changelog provided for this version.