Simple Component System
by gorto | MIT
Simple, inheritance-aware component lookup for the Godot scene tree. Component.of(node, Damageable) finds any script-class child
SimpleComponentSystem Simple, duck-typed, inheritance-aware component lookup for Godot 4.x. var damage_component: Damageable = Component.of(thing, Damageable) # null if absent var health := Component.require(thing, Health) # error if absent for r in
GodotNodes+
by Rekiex | MIT
A reusable and user friendly component-based library of nodes for Godot 4.4+ favoring composition over inheritance
GodotNodes+ A reusable component-based library of nodes for Godot 4, favoring composition over inheritance. Add health, damage, shields, cooldowns, state machines, object pooling, save/load, projectiles, and more to any entity — without writing
Componentable
by Myle | MIT
Componentable is a simple single class addon that adds component support to Godot
Componentable A lightweight single class component system for Godot based on classes Overview Component is a Node , attach subclasses to an entity; other components find each other without manual references. Behavior active: bool — if false, process()
Component Pack
by KOSSAINIS | MIT
Welcome to the Component Pack! This is a collection of ready-to-use, highly customizable component scripts and shaders to drop directly into your Godot 4 project
Component Pack Welcome to the Component Pack! This is a collection of ready-to-use, highly customizable component scripts and shaders to drop directly into your Godot 4 project. Features & Included Components Every component is isolated in its own
WoldUI
by Holthouse | MIT
A token-driven design system for Godot games. One tokens resource restyles every control: colours, fonts, spacing, radius, motion, and sound. Includes 13 components (buttons with icons, stats, dialogs, toasts, rich tooltips, tabs, button prompts, and more
WoldUI turns one tokens file into a complete, consistent UI for your game. Change a colour, a font, or a spacing value in the Inspector, and every control in the project restyles with it. No hand-built theme, no 9-slice art, no style overrides scattered
Reusable UI Components
by Davide Cortellucci | MIT
A collection of generic, framework-agnostic UI components and base classes for Godot 4, built around composition rather than inheritance-heavy customization
Reusable UI Components for Godot Reusable, composition-first UI pieces for Godot — built to be combined with each other and with vanilla nodes. Overview Reusable UI Components is a collection of generic, framework-agnostic UI components and base classes
Event Bus
by dianawilliam | MIT
A node based pub/sub bus system for handling events between scenes
Godot Event Bus Addon A lightweight, decoupled pub/sub event bus system for Godot 4. The Event Bus addon allows nodes across different scenes and UI hierarchies to communicate seamlessly via string-based routes without creating direct scene dependencies
UIFlow
by IndieShade | MIT
UIFlow is a UI workflow framework for Godot 4.6. It gives you stack-based page navigation (push / pop / replace), page lifecycle hooks, transition presets, data binding, an event bus, reusable components (Toast, dialogs, grids, workflow glue), and gamepad
How to Install Copy addons/ui_flow into your project, then enable "UI Flow" under Project Settings → Plugins. What’s included Core navigation — Stack-based push / pop / replace, page lifecycle, modal pages, scene resolver (by class_name), optional object
Comedot Components Framework
by Syntaks.io | MIT
All-in-one project template & component framework for 2D games with Entities, Components & Shit (ECS but without that "systems" crap)
An opinionated project template & components framework for 2D games of any genre: Platformer, shmup, RPG, strategy, puzzle, turn-based, tile-based etc. This is either the most overenginered shit you've ever seen or the most awesome way of making games
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