ePlugin Framework
by Enaweg | MIT
A C# editor plugin framework for Godot that manages NuGet packages, project references, plugin dependencies, autoloads, and managed asset directories
ePlugin Framework Godot’s built-in plugin system provides a simple way to enable editor plugins, but it does not manage their broader project dependencies. In practice, plugins are limited to their own code and autoload registration; NuGet packages
OpenGameAgent
by OpenGameAgent | MIT
Provider-neutral agent runtime for AI-native Godot games. Give NPCs structured world context, typed tools, streaming responses, steering, durable actions, and independent concurrent lives
OpenGameAgent is an open-source runtime for building AI-native game characters and systems. It turns structured game state into an agent loop that can reason, call typed game tools, stream results, and continue across game time—without moving game
Long Scene Manager
by awauox | MIT
The Long Scene Manager is a Godot plugin designed to simplify and optimize the scene switching process, especially for complex scenes that require long loading times. It can improves user experience by providing asynchronous scene loading, caching
Long Scene Manager Plugin Long Scene Manager is a powerful and easy-to-use Godot 4.x scene management plugin. It is specifically designed to solve various pain points in complex scene switching and multi-scene management in game projects. The plugin
Audio Service
by Saku | MIT
A lightweight, extensible audio service framework for Godot (C#)
Audio Service A lightweight, extensible audio management addon for Godot (C#). It gives you a single autoload — AudioHost — that manages buses for you, so you stop wiring up AudioStreamPlayer nodes by hand and start calling PlaySfx() / PlayMusic() instead
SpaceWar²
by gotoAndPlay() | MIT
This demo project leverages SmartFoxServer's MMO API and server-side Extensions to implement an authoritative server running a space combat multiplayer game
This demo project is a tribute to the homonymous (except for the ²) game developed in the 60s, one of the earliest computer games in history! The purpose of this project is to showcase the capabilities of SmartFoxServer's MMO API in a realtime game
Godot Advanced Logger
by Shotix | MIT
Robust, high-performance, and structured logging framework designed specifically for Godot 4.x C# projects. Now usable from GDScript starting at version 2.3.0 and Godot Version 4.1
Godot Advanced Logger Godot Advanced Logger is a robust, high-performance, and structured logging framework for Godot 4.x .NET projects, usable from both C# and GDScript. Moving beyond standard GD.Print console outputs, this plugin introduces a standard
Anvil
by Saku | MIT
A Godot 4 (C#) editor plugin that generates strongly-typed, compile-time-safe `StringName` IDs for your files — no more typo-prone magic strings for asset paths, sound names, or resource keys
Anvil A Godot 4 (C#) editor plugin that generates strongly-typed, compile-time-safe StringName constants for your files — no more typo-prone magic strings for asset paths, sound names, or resource keys. Point it at a folder, and Anvil generates a nested
Physics Arsenal
by RockchuckDev | MIT
A toolkit that streamlines the process of adding physics based interactions between the player and environment to your game
Physics Arsenal v0.2.0-alpha See it in action A toolkit that streamlines the process of adding physics based interactions between the player and the environment. Built for Godot .NET 4.7 Features Grab and manipulate objects in a physics based way
Spatial Audio
by gotoAndPlay() | MIT
This demo project shows how to turn live voice streams provided by the SmartFoxServer 3 audio API into positional (3D) audio sources in a Godot scene
In this demo users can move their avatars in a simple 3D space using arrow keys, while their position and rotation are broadcast to the other clients through User Variables. Everyone's microphone is captured and streamed automatically on entering the
Buddy Voice Chat
by gotoAndPlay() | MIT
This demo project shows how to use SmartFoxServer audio API to add real‑time voice communication to a Godot application
Built on top of the SmartFoxServer 3 Buddy List system, this demo lets users manage a contact list and place one‑to‑one voice calls to online buddies, complete with call invitations, text chat, and mute controls. It demonstrates the full audio workflow
Shooter
by gotoAndPlay() | MIT
This demo project shows how to develop a full multiplayer realtime combat game with Godot and SmartFoxServer
This demo project shows how to develop a full multiplayer first/third person combat game with Godot and SmartFoxServer 3. The game utilizes SmartFoxServer 3's ability to mix TCP and UDP -based messaging. All critical game informations (shooting, animation
Tic-Tac-Toe
by gotoAndPlay() | MIT
This demo project shows how to develop a full multiplayer turn-based game with Godot and SmartFoxServer
This demo project shows how to develop a full multiplayer turn-based game with Godot and SmartFoxServer 3 by implementing the well-known paper-and-pencil game for two players. Nonetheless it also supports spectators, who can participate in the game and
Lobby Matchmaking
by gotoAndPlay() | MIT
This demo project, third in a series of three, shows how to use SmartFoxServer's match-making system to join players in games based on their skill level, and how to implement invitations to play
This demo project is the third one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the
Lobby Buddies
by gotoAndPlay() | MIT
This demo project, second in a series of three, leverages SmartFoxServer's Buddy List system to add more features to a lobby application: friends list, private chat, user profile and more
This demo project is the second one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the
Lobby Basics
by gotoAndPlay() | MIT
This demo project, first in a series of three, implements the basic structure of a lobby in a multiplayer game, showing how to launch and join games in SmartFoxServer, and also add an in-game chat
This demo project is the first one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the
Connector
by gotoAndPlay() | MIT
This demo project shows how to connect to SmartFoxServer 3 and complete the login process
This demo project shows how to setup and use the SmartFox client API object in order to establish a connection to SmartFoxServer and execute the login process. It also features the logic needed to activate SmartFoxServer's protocol cryptography. For more
DotGodot
by Crystal Ocean | Apache 2.0
DotGodot is a C# Source Generator plugin for Godot 4 that delivers compile-time code generation with zero runtime overhead. It provides [OnReady] for auto node binding and [OnSignal] for auto signal connection — bringing GDScript's convenience to C#
DotGodot is a C# Source Generator plugin for Godot 4 that provides zero-cost, compile-time code generation to eliminate boilerplate in C# game scripts. 💡 Features [OnReady] Auto Node Binding: Mark fields/properties with [OnReady] and GetNode
Squash the Creeps with C# Demo
by Godot Foundation | MIT
This is a simple game where your character must move and jump to squash as many enemies for as long as possible. You gain 1 point for every enemy squashed
This is a simple game where your character must move and jump to squash as many enemies for as long as possible. You gain 1 point for every enemy squashed. Controls: Up Arrow, W, Gamepad Left Stick: Move up Down Arrow, S, Gamepad Left Stick: Move down
Pong with C# Demo
by Godot Foundation | MIT
A simple Pong game. This demo shows best practices for game development in Godot, including signals
A simple Pong game. This demo shows best practices for game development in Godot, including signals. Language: C# Renderer: Compatibility Note There is a GDScript version available here. How does it work? The walls, paddle, and ball are all Area2D nodes
Pong Multiplayer with C# Demo
by Godot Foundation | MIT
A multiplayer demo of Pong. One player presses "host". The other presses "join". This only works locally
A multiplayer demo of Pong. One player presses "host". The other presses "join". This only works locally. Language: C# Renderer: Compatibility Note There is a GDScript version available here
Dodge the Creeps with C# Demo
by Godot Foundation | MIT
This is a simple game where your character must move and avoid the enemies for as long as possible
This is a simple game where your character must move and avoid the enemies for as long as possible. This is a finished version of the game featured in the "Your first 2D game" tutorial in the documentation, but ported to C#. For more details, consider
2.5D Project with C# Demo
by Godot Foundation | MIT
This demo project shows a way to create a 2.5D game in Godot by mixing 2D and 3D nodes. It also adds a 2.5D editor viewport for easily editing 2.5D levels
This demo project shows a way to create a 2.5D game in Godot by mixing 2D and 3D nodes. It also adds a 2.5D editor viewport for easily editing 2.5D levels. Language: C# and a little bit of GDScript Renderer: Compatibility Note There is a GDScript version
Ogham Storyteller Foundation
by Heathen Engineering | Apache 2.0
Bringing the power of a non-linear narrative editor directly into Godot. We believe crafting intricate, branching stories shouldn’t require a computer science degree or an external toolchain, so we built a tool that lets you author and test rich narratives
Bringing the power of a non-linear narrative editor directly into your game engine. We believe crafting intricate, branching stories shouldn’t require a computer science degree or an external toolchain, so we built a tool that lets you author and test
GameplayTags Foundation
by Heathen Engineering | Apache 2.0
A hierarchical, dot-path GameplayTags implementation for Godot 4 — hashed identifiers with zero runtime string cost once registered, plus a full conditional rules engine (`GameplayTagCondition`/`GameplayTagOperation`) for driving gameplay and narrative
A hierarchical, dot-path GameplayTags implementation for Godot 4 — hashed identifiers with zero runtime string cost once registered, plus a full conditional rules engine ( GameplayTagCondition / GameplayTagOperation ) for driving gameplay and narrative
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