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DotGodot 0

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 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()

Custom Resource Previews 0

by Riley Evans | MIT

A Godot plugin that enables custom preview images for your resources in the editor

Features Define custom preview textures for your resource instances Improve resource browsing and searching in the Godot editor Give each resource instance a distinct visual identity Installation Download the plugin to your project's addons/ directory

GoHitHurt 0

by Charles Partous | MIT

A small Godot addon for building hit/hurtbox interactions with plain scene composition, in both 2D and 3D

GoHitHurt A small Godot addon for building hit/hurtbox interactions with plain scene composition, in both 2D and 3D. GoHitHurt provides a matched pair of nodes - a hitbox that scans for targets and a hurtbox that receives hits - that report collisions

Promises (gd-promise) 0

by Shatadev | MIT

A Promise/A+ inspired promise library for Godot 4

A feature-dense Promise/A+ inspired promise library for Godot 4 GDScript mostly ported from evaera's roblox-lua-promise. Made by Shatadev

State Machine Bot 0

by Daniel da costa beyuma | MIT

It's one of those machines that you can use in 2D, 3D projects or menu systems

In Godot, a Finite State Machine (FSM) is a design pattern used to manage the behavior of characters or entities by dividing their logic into discrete states (such as "Idle", "Run", "Jump") and transitions between them. This avoids the use of large blocks

SignalBus 0

by Charles Partous | MIT

Emit and connect to global signals from any script in your project

🚦 SignalBus SignalBus is a Godot editor plugin that enables the creation of global signals! Global signals may be emitted from and/or connected to any script in your project. ✨ Features SignalBus (Autoload) A core singleton script that manages the

G.U.I.D.E-CSharp 1

by Phlegm | MIT

G.U.I.D.E C# Wrapped - Godot Unified Input Detection Engine with C# Support

G.U.I.D.E is an extension for the Godot Engine that allows you to easily use input from multiple sources, such as keyboard, mouse, gamepad and touch in a unified way. Gone are the days, where mouse input was handled differently from joysticks and touch

Mesh Tools 1

by AR3D | MIT

A bunch of random tools I created for my game project to help with mesh editing and generation. Includes a merge by distance operation, a feature to separate mesh islands, as well as helper functions to create physics bodies from meshes. This largely was

Mesh Tools This is a bunch of helper functions that I've created for one of my projects. It suffered from the worst scope creep imaginable. Clean Up: rebuild_csg_node Bakes any CSG node and all it's children into one new CSGMesh3D. The children are then

Godot3To4FileConversion 0

by DaveTheCoder | MIT

Godot3To4FileConversion is an addon consisting of three GDScript classes that enable certain files written in Godot 3 to be read in Godot 4

Godot3To4FileConversion is an addon consisting of three GDScript classes that enable certain files written in Godot 3 to be read in Godot 4. Specifically, it provides solutions for these problems: Encryption change in class ConfigFile Encryption change in

YAML Parser 0

by Blackwater Gator Studios | MIT

A robust YAML parser with full read/write support, type conversion, nested structures, and Godot datetime handling — no external dependencies

Features: Parses YAML/YML files into Godot dictionaries with proper type conversion Saves Godot dictionaries back to properly formatted YAML files Supports all essential YAML data types: strings, integers, floats, booleans, null, arrays, and dictionaries

Real Equation Solver 0

by neclor | MIT

Equation solver and generator for real-valued polynomial equations up to 4th degree

Real Equation Solver Equation solver and generator for real-valued polynomial equations up to 4th degree. Table of Content Download Example Reference Contributing Download Asset Store Asset Library GitHub Example func example() -> void: print(ResSolver

BallisticSolutions 2

by neclor | MIT

Ballistic solutions for moving targets: interception time, position, and firing velocity, accounting for projectile and target acceleration

BallisticSolutions Ballistic solutions for moving targets: interception time, position, and firing velocity, accounting for projectile and target acceleration. Download NuGet BallisticSolutions NuGet BallisticSolutions.Godot Asset Store GitHub Quickstart

VimDot 0

by Enber Studios | MIT

Embed Neovim inside the Godot editor, and control it just like the built-in script panel, complete with project-aware colorschemes, custom menu actions, and optional script-editor replacement

VimDot - Neovim Embed for Godot Bring the full Neovim experience directly into the Godot editor. This addon exposes a main-screen tab that hosts a Neovim session, letting you keep your modal editing habits, plugins, and colorschemes while developing

GdPlanningAI 2

by Wahaha Yes | Apache 2.0

An advanced game AI framework, based on Goal Oriented Action Planning (GOAP), and implemented in Godot. GdPlanningAI (shortened as GdPAI) is an agent planning addon for Godot that allows you to build sophisticated AI agents for your game world. These

Table of Contents Intro Installation Usage Demos License Frequently Asked Questions (FAQ) TODOs GdPlanningAI GdPlanningAI (shortened as GdPAI) is an agent planning addon for Godot that allows you to build sophisticated AI agents for your game world. These

Godot Gameplay Abilities 0

by OctoD | MIT

An ability system made for godot

Usage This addon provides a set of nodes and tools to create gameplay abilities in Godot. It is designed to be flexible and easy to use, while providing a solid foundation for more complex systems. This system relies on three things: Ability : A single

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