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Safe Resource Format 2

by WorstConcept Games | MIT

Resource-agnostic, filterable ResourceFormatLoader/-Saver to not have to rely on ACE-able ResourceFormatLoaderText/-Binary for savegames and the likes

A set of Godot ResourceFormatLoader / ResourceFormatSaver based file formats designed as a "safe" drop-in replacement for .tres / .res files by simply changing the file extension. Unlike other "parser-based filters" for actual .tres / .res files, the code

Anvil 1

by Saku | MIT

Godot 4 (C#) editor plugin that generates compile-time safe StringName constants for tracked project folders and for your project's global groups — so you stop typing raw string paths and group names by hand, and stop finding out about typos at runtime

Anvil Anvil is a Godot 4 (C#) editor plugin that generates compile-time safe StringName constants for the names and paths your project already has — tracked folders, global groups, input actions, and audio buses — so you stop typing raw strings by hand

ForgeJSONGD 1

by EiTaNBaRiBoA | MIT

Simplify your Godot save/load systems with this GDScript singleton. Effortlessly serialize any class to JSON and deserialize back, with automatic handling of Godot types. Go beyond basic conversion with advanced tools to compare, find differences, and

ForgeJSONGD Simplify your Godot save/load systems with this GDScript singleton. Effortlessly serialize any class to JSON and deserialize back, with automatic handling of Godot types. Go beyond basic conversion with advanced tools to compare, find

Quest System 1

by Shomy | MIT

A simple, powerful and modular quest system for Godot 4

QuestSystem is a minimal, powerful and modular addon for Godot 4.4+ that simplifies the creation of custom quest, with an easy to use API, resource based quests and completely compatible with other addons with its modularity. For the Godot 4.0-4.3 version

Any Object Inspector 0

by emanvidmaker | MIT

Inspector tab in game. The AnyObjectInspector is a run time compatible version of the Inspector tab used in the editor. Intended for editing objects in game. Supports Objects like: Object, Resource, Node, Array and Dictionary

AnyObjectInspector Inspector tab in game. The AnyObjectInspector is a at run time compatible version of the Inspector tab used in the editor. Intended for editing objects in game. Simple to use just add the any_object_inspector.tscn scene and call set

Save System : zvArch 0

by z71 | MIT

zvArch is a data saving and loading plugin based on ".zv"—a custom file format designed to be simple, easy to read, and easy to integrate

What is zvArch? zvArch is a data saving/loading plugin based on the ".zv" custom file format, designed to be simple, easy to read, and easy to integrate. API (Read the README for more info) zvArch.savezv(path,data,metadata) Saves a dictionary to the

Saveable 0

by Phlegm | MIT

A save system for Godot C#. It uses Newtonsoft.Json for serialization and deserialization. It supports both encrypted, compressed and regular mode

A save system for Godot C# Forked from Mr. Robin. Updated and maintained by Phlegmlee. 🔑 Features Saving entire node trees. Uses Newtonsoft.Json for serialization and deserialization. Supports both encrypted, compressed and regular mode. ISaveable

AFMI Godot 0

by RPGcraft | MIT

AFMI-Godot is a Godot plugin designed to import Azgaar's Fantasy Map Generator (FMG) maps into Godot projects

Introduction AFMI-Godot is a Godot plugin designed to import Azgaar's Fantasy Map Generator (FMG) maps into Godot projects. As of right now, the importer supports only 9 of the many properties exported by FMG. Default Properties (Properties that are

CSV Parser 0

by Shadow9876 | MIT

Import and export CSV data and use it for more than translations similarly to JSON

Import and export CSV data and use it for more than translations similarly to JSON

Anytype Sync 0

by shnotsh | MIT

An editor addon and runtime GDScript client for Anytype's local HTTP API with no third-party dependencies

Anytype Sync for Godot Connect your Godot project to Anytype with a small, dependency-free GDScript client for Anytype’s local HTTP API. Anytype Sync gives your game or tool a straightforward way to read, search, create, update, and archive Anytype

VortarisModLoader 0

by ASDF Studio | MIT

A data-driven mod loader for Godot 4.7, written in C++ as a GDExtension. Open source, no runtime dependencies

VortarisModLoader A data-driven mod loader for Godot 4.7+, written in C++ as a GDExtension (godot-cpp). Open source, no runtime dependencies. Every piece of moddable content is addressed by a namespaced id ( namespace.path , Minecraft ResourceLocation

PlayerPrefs 0

by Azad Kshitij | MIT

Save player preferences in-game similar to other game engines. This is a simple class that allows you to save and load data in a file. It is very easy to use and it is very useful for saving game data

Save player preferences in-game similar to other game engines. This is a simple class that allows you to save and load data in a file. It is very easy to use and it is very useful for saving game data. New Add an editor option to check saved Preferences

VortarisCSV 0

by ASDF Studio | MIT

Modern CSV/DSV data plugin for Godot 4.7, written in C++ as a GDExtension (godot-cpp)

VortarisCSV Modern CSV/DSV data plugin for Godot 4.7+, written in C++ (GDExtension). Fast RFC 4180 parsing, UE-DataTable-style reflection binding, a full editor import pipeline, and a rich convenience API. Easy to start, flexible under the hood. Features

VortarisECS 0

by ASDF Studio | MIT

A modern, data-oriented ECS (Entity-Component-System) framework for Godot 4.7 written in C++ as a GDExtension (godot-cpp). It is easy to use, robust, extensible and network-synchronizable

VortarisECS A modern, data-oriented ECS (Entity-Component-System) framework for Godot 4.7+, written in C++ as a GDExtension (godot-cpp). Easy to use, robust, extensible and network-synchronizable — with a typed C++ hot path and a friendly GDScript API

SaveFlow 0

by IndieShade | MIT

SaveFlow Lite is a comfort-first save workflow plugin for Godot 4.6. It helps you build project-ready save systems by organizing save logic into explicit scene-authored sources instead of one large save script. You can save node state, typed data, runtime

Access doc site here: https://indieshade.github.io/saveflow-lite/ Installation Download the zip file and extract the addons/saveflow_core and addons/saveflow_lite into your project folder. Enable the saveflow plugin in the project plugin settings. Core

PickleGD Serializer 0

by Zach Bernal (Chrisknyfe) | MIT

PickleGD is a Godot asset for safely serializing arbitrary Godot data structures, including custom classes, over multiplayer and to disk

Tested with: Godot Engine v4.7.1.stable.official a13da4feb This is a system for "pickling" GDScript objects to byte arrays, using native var_to_bytes plus some code inspection magic. It's meant to make it easy for you to send complex data structures (such

Seriously 0

by FreehuntX | MIT

You need to serialize some data to bytes and deserialize it again? You tried the binary serialization API of Godot but didnt like its footprint? Or you miss being able to serialize Objects without sacrifice security? (Callable functions) "Seriously" to the

Seriously - A De-/Serializer for Godot There are some things I didnt like about the Godot serialization API. So I came up with an own one. While its not faster than the Godot serialization API, it produces smaller byte arrays thus uses less traffic. Plus

Saltmire Save Lite 0

by saltmire | MIT

One-line save/load for Godot 4. Persist game state in a single call — no FileAccess plumbing, no JSON wiring: Save.write("slot1", data) / Save.read("slot1"). write / read / has / erase / list_slots / autosave / stats. Drop-in autoload, zero dependencies

Saltmire Save Lite persists game state in a single call — no FileAccess plumbing, no JSON wiring, no boilerplate. Save.write("slot1", {"hp": 80, "level": 3}) # save var d = Save.read("slot1") # load (null if it doesn't exist) API Save.write(slot, data) —

Zeus Inspector 0

by NotClerick | MIT

Extend Godot's Inspector with C# attributes to group, organize, and customize exported properties without writing editor scripts

Zeus Inspector is a Godot 4 plugin that enhances the default inspector through custom C# attributes. Forget writing EditorProperty or EditorInspectorPlugin for every property — just decorate your [Export] fields with attributes and the plugin handles the

godot-cbor 0

by yagich | BSD 2-Clause

CBOR encoder and decoder for Godot

godot-cbor A CBOR decoder and encoder for Godot 4.6 and above, written in GDScript. CBOR (Concise Binary Object Representation) is a binary data interchange format loosely inspired by JSON. Like JSON, it can encode a set of commonly used data types

Game State Saver Plugin 0

by Jason Lothamer | MIT

Saves and reapplies game state between scene reloads as well as saves game state to disc so your game can easily support saved games

This plugin maintains game object state (property values) between scene changes as well as saves that state to a file. It handles the following scenarios for you: Re-applying property values to game objects when a scene is reloaded. For example if an

GUS - Godot Universal Serializer 2 0

by 忘忧の (Daylily-Zeleen) | MIT

A Godot's universal serializer for size optimization. Support all data types except `Object`, `RID`, `Callable` and `Signal` in Godot 4.x

Feature: Without losing type information. Need not type detection and forced typce conversion in cross end transfer,just like local parameter transfer. Integer are variable length serialization. The serialized data size is smaller than JSON text to utf8

Card Combat Engine 0

by Javier Islas | AGPL-3.0 license

Turn-based card combat engine in pure GDScript: turn FSM, mana, draw, creatures & spells, attack/defense/block with simultaneous damage resolution, and pluggable AI. Logic only — no UI, no autoloads, no editor tooling; pairs with any card presentation

If you're building a Digital TCG or CCG, a deck-building roguelike or any turn-based card battler in Godot, you've probably noticed the pattern: the popular card addons give you beautiful hands, drag-and-drop and pile management — and then you're on your

Gedis 0

by Jake Cattrall | MIT

An in-memory, Redis-like datastore for Godot — strings, hashes, lists, sets, sorted sets, TTLs, and pub/sub, all in pure GDScript

The Redis you know, right inside your Godot project. Gedis is a high-performance, in-memory key-value datastore for Godot, inspired by Redis and written in pure GDScript. No native dependencies, no servers to spin up — just var gedis := Gedis.new() and

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