tools — independent software & tools
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Godot State Charts
Godot State Charts is an extension for Godot Engine 4 or later that allows you to use state charts in your game. State Charts are similar to finite state machines, but they are more powerful and avoid the state explosion problem of traditional FSMs. To get started, check out the manual at: https://github.com/derkork/godot-statecharts/blob/main/manual/manual.md
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Godot Whisper - Speech to Text
An addon for the Godot Engine that enables realtime audio transcription, supports OpenCL for most platforms, Metal for Apple devices, and runs on a separate thread.
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Artificial Worm Brain AI
Description WormBrain is a Godot plugin that adds a worm to your 2D scene, one whose movement is driven by a simulation of the C. elegans neural connectome. C. elegans is a tiny nematode whose complete neural wiring has been mapped and published: 302 neurons, roughly 4,000 synaptic connections. WormBrain uses that wiring to decide how the worm moves: where it steers, when it speeds up, when it reverses. The result is something that navigates, forages, and reacts, not because it was scripted to, but because the network says so. It is closer to a playground than a simulation. Based on https://github.com/heyseth/worm-sim by Seth Miller. --- Quick Start 1. Copy addons/worm_brain_plugin into your project's addons folder. 2. Enable the plugin under Project → Project Settings → Plugins. 3. Add a WormNode to any 2D scene and run the project. Explore the Inspector to customize the worm's body shape, sensors, speed, and hunger behavior. The node also emits signals you can listen to: food detection, nose touch, hunger state so your own code can react to what the worm experiences. --- Notes / Limitations - Collision is advisory. When the worm touches an Area2D, it receives a neural signal, but there is no hard physics boundary. If the neural output says keep going, it will. To contain the worm inside your level, set limiting_area in the Inspector (default: Rect2(50, 50, 1000, 1000)). - Eating. The worm eats any Area2D belonging to the worm_food group when it overlaps it. Removing the eaten food from the scene is handled by your code. - Not scientifically accurate. The connectome data is real, but the mapping from neural activity to on-screen movement involves significant simplification. This is an interactive experiment, not a research tool.
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Project Layer Name Enum Generator
Automatically generate user-friendly lookups of project layer names, numbers, and bit masks for both GDScript and C#. This makes referencing layers in code easier and compile-time safe.
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AI Assistant Hub
Embed free* AI assistants in Godot with the ability to read and write code in Godot's Code Editor. (*Free unless you use a non-local service like Gemini, xAI, etc) Key Features - Assistants can write code or documentation directly in Godot's Code Editor. - Assistants can read the code you highlight for quick interactions. - Save reusable prompts to ask your assistant to act with a single button. - Create your own assistant types and quick prompts without coding. - Have multiple chat sessions with different types of assistants simultaneously. - Edit the conversation history in case your assistant gets confused by some of your prompts. - Call LLMs locally or remotely. Please watch the videos to get started. Note, this plugin does not run LLM models directly, but acts as an interface between Godot and your LLM. There are plenty of options to run LLMs locally. Thanks to the community this tool supports the following: - Ollama* - Google Gemini - Jan (LM Studio) - Ollama Turbo - OpenRouter - OpenWebUI - xAI (*Ollama is officially supported, while the other LLM providers are maintained by community contributions. ) You can learn more about what has changed in the latest version in https://github.com/FlamxGames/godot-ai-assistant-hub/blob/main/versions.md
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GDScript Editor Shortcuts
Very simple plugin that let's you move around your code really fast with shortcuts. Use page-up or page-down to jump to the next empty line. You can also hold shift to to jump to func definitions. And use Ctrl and Alt to move between blocks and indentations. The Ctrl+Enter shortcut will also add a colon at the end if needed before jumping the line. Initially inspired by PICO-8 script editor where you use the 'page up/down' keys to move acress functions. # Shortcuts: Empty line & Func jumper - **Page Down** : Go to next empty line - **Page Up** : Go to previous empty line - **Shift + Page Down** : Go to next 'func' - **Shift + Page Up** : Go to previous 'func' Auto complete colons - **Ctrl + Enter** : Add (:) colon at end and create new line below (if needed) Move between indents and blocks - **Ctrl + Page Up** : Go to the begining of current Block - **Ctrl + Page Down** : Go to end begining of current the Block - **Alt + Page Up** : Go to the begining of the Block (no matter the indent) - **Alt + Page Down** : Go to the begining of the Block (no matter the indent)
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Godot RichLogger C#
A feature-rich logging utility addon for Godot 4.3+ C# projects that enhances the default Godot output panel with additional functionality. Compatibility was tested with Godot versions: - 4.3 - 4.4 - 4.5 - 4.6 - 4.7
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External Editor Helper
Helper shortcuts for users of External Script Editor like VSCode or Rider etc. If you select multiple nodes and press Ctrl + Shift + C , addon copies NODES as @onready VARIABLES. And you can select multiple files and press Ctrl + Shift + R to copy as preload variables. Like the images
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Addon Save (4.x)
Addon Save is a lightweight, high-performance persistence framework for Godot 4.x. Designed to handle everything from simple high scores to complex RPG states, it offers a robust suite of tools including encryption, compression, and automated backups—all through a clean, developer-friendly API. Key Features Flexible Serialization Save and load data seamlessly as JSON, Plain Text, or Binary with a single function call. Military-Grade Encryption Secure player data and prevent tampering with built-in AES-256 CBC encryption. Efficient Compression Minimize storage footprint using optimized in-memory ZIP packing. Redundancy & Backups Prevent data loss with configurable backup rotation, ensuring players never lose progress to a crash or corruption. Intelligent Autosave Set-and-forget background saving at custom intervals to keep the gameplay flow uninterrupted. Background Screenshots Capture and save game screenshots via a non-blocking queue—no frame drops or game freezes. Cloud Integration Ready for remote syncing with built-in HTTP upload/download support for cloud-based save management.
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Favorites/Bookmarks
This tool act like a browser bookmarks, allow you to bookmark frequently used node or file in one place. Later you can navigate to these by double click. Also you can change bookmark color by right click upon these bookmark. Have fun! version history: v1.2 bug fix. New option! Auto center node in viewport. And support drag and drop node or file into favorites panel. v1.1 bug fix. Now double click node would navigate to whatever scene it belongs to. v1.0 intial commit
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Quick Audio Preview
Click on a audio asset at the File System tree to play the audio. Click again, while playing, to pause the audio. Show a Audio Preview Panel to control the playback.
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Godot AI Assistant tools MCP
Connect your Godot editor to AI assistants (Claude, Cursor, or any MCP client). Gives AI direct access to 32 tools: create and edit scenes, write and validate GDScript, read project settings, inspect errors, generate 2D assets, and explore your project with an interactive visualizer. No copy-pasting — AI works inside your editor.
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Godotwind UI Animator
Animate UI elements with customizable presets.
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Ziva - The all in one Godot AI Agent with ChatGPT, Claude and Gemini support
Ziva is an AI agent that makes ChatGPT, Gemini and Claude able to edit your Godot project. This plugin installs Ziva. In addition to being an AI coding assistant, Ziva manipulates scene trees, generate 2D sprites and 3D assets, performs basic QA testing, and more.
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Godot Shaders Library
Browse and install 2000+ shaders from godotshaders.com directly in Godot Editor. Features include search, filtering by type (Spatial, Canvas Item, Particles, Sky, Fog), shader preview with code, one-click install, 24-hour caching with daily auto-updates, and support for 9 languages.
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Dialog system Renpy style
# Godot Dialogue System A simple **Ren'Py-style dialogue system for Godot** that allows NPCs to speak and present the player with interactive choice menus. This system is designed to be **lightweight, modular, and easy to integrate** into existing scenes. It supports displaying NPC dialogue, showing character names, and presenting branching choices that can trigger functions in your game. --- ## Features * NPC dialogue with speaker names & custom colors * Dialogue UI overlay using `CanvasLayer` * Dynamic choice menus * Choices can call functions in the parent scene * Trigger other functions (actions) * Change Background * Add sounds * Easy to reuse across multiple NPCs * Works well for **visual novel style interactions**
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Quick Resolution
Godot plugin to quickly change and test Project Resolution settings.
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Godot AI
An AI assistant built directly into the Godot 4 editor. Chat with Claude, GPT, Gemini or Ollama — get GDScript code, insert it into your script, create files, and control the editor, all without leaving Godot. Features: - Streaming chat with real-time answers - Auto context — injects your open script, scene tree, and project files automatically - @mention files — type @player.gd to inject any file - Attach files - Insert AI code directly into open script at cursor - Create new .gd scripts from AI output - Editor actions — AI can create nodes, add scripts, run scenes, rename nodes - Project memory — AI remembers key facts between sessions - Session history — conversations persist across Godot restarts - Quick actions — Explain / Refactor / Comments / Find bugs - Supports Anthropic Claude, OpenAI, Google Gemini, and local Ollama - Light / dark theme toggle - Export chat as .md No external tools required — just copy the addon and add your API key.
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PS1 Shader Mixer
Visual post-process shader mixer plugin for Godot 4. Mix and combine retro effects in real-time directly from the editor without touching any code
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Debug API
Universal, scalable, production-ready debugging system for Godot 4.x. Drop the addon, enable the plugin, and get 50+ built-in monitors (FPS, memory, GPU, draw calls, physics, scene tree, audio, network, system info, ...) with one line of code: DebugAPI.enable_monitor_preset("essential") Or build your own panels with declarative widgets — bind a value to a TextWidget / ProgressWidget / GraphWidget / ConditionalWidget / TimerWidget / VectorWidget and it auto-refreshes. Smart-diff updates and per-widget rate limiting keep the panel under 1 ms/frame even with 50+ widgets active. FEATURES • 50+ built-in monitors organised in 12 categories (performance, memory, objects, rendering, physics, audio, display, system, time, input, scene, network) • 8 named presets (minimal, essential, performance, memory, rendering, system, display, full) • 7 built-in themes (Default, Dark, Light, Neon, Retro, Minimal, Solarized) + full custom • 4 install modes: editor plugin (recommended), manual autoload, drop-in DebugBootstrap node, pure instance via preload • Inspector-driven configuration via a DebugSettings resource • 8 anchor presets (corners, edges, centre, free) with edge_margin and viewport-aware repositioning • Optional title bar, collapsible sections, scrollable panels, custom font support, click-through • Hotkeys via InputMap actions or raw keycodes; global toggle and export shortcuts • TXT / JSON / CSV export with auto-detection by file extension; auto-export on interval • Settings persistence: snapshot_settings() + save/load to .tres • Zero-code config: drop res://debug_settings.tres and the API auto-applies it on _ready • Headless-safe; runs on Forward+, Mobile and Compatibility renderers • Multi-language documentation (English, Español, Français, Deutsch, Português) included • Godot 4.0+ (tested on 4.4.1) DOCUMENTATION Full README with step-by-step tutorial, monitor catalogue, widget reference, theme gallery, configuration reference, hotkeys, export guide, performance notes, troubleshooting and complete API reference at the repository. LICENSE MIT — free for any use, attribution preserved via the copyright notice.
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Eye detection
Eye Detection is a real-time eye blink detection plugin for Godot 4 powered by MediaPipe and a standard webcam. The plugin provides an easy-to-use signal-based API that allows developers to create gameplay mechanics based on player blinks and eye states. Features: * Real-time blink detection. * Blink duration measurement. * Signals for eyes closed, eyes opened, and face detection state. * Multiple visualization modes (Standard Stream, Lined Eyes, Circle Eyes, and Dotted Eyes). * Customizable visualization colors. * Works in both the editor and exported projects. * Example scene included. Possible use cases: * Horror games that react when the player blinks. * Accessibility systems. * Experimental gameplay mechanics. * Research and educational projects. Requirements: * Windows operating system. * Godot 4.x. * A webcam. * Good lighting is recommended for best accuracy. Important: For exported projects, you must copy the folder "addons\Eye Detection\Python_files\dist\EyeDetectionHelper" and place its contents alongside your exported game's .exe, .pck, and .dll files. The plugin will not function in exported projects if this step is skipped. An example scene is included to help you get started quickly.
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Skill Editor
The plugin is used to create the data for the skill tree. It uses GraphEdit and GraphNodes. Position of the nodes are saved in the data.
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Godot MCP Enhanced
Enhanced MCP server for Godot 4 — enables AI-assisted closed-loop game development with dynamic GDScript execution,scene inspection, screenshot capture, and 130+ tools.
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Juicee
game-feel effects for Godot 4 with a visual graph editor — screen shake, hit-stop, damage numbers, springs, screen shaders & more. Inspired by FEEL. MIT.
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Godo4NewbiAI
AI Assistant plugin for Godot 4, powered by Claude (Anthropic). - Chat with AI directly inside the Godot editor - Generate and run EditorScripts to create scenes and nodes automatically - Share your open script as context for Claude - Paste errors from Output panel for instant fixes - Snippet Library to save useful code blocks - Persistent chat history between sessions Requires a free Anthropic API Key (console.anthropic.com) Developed by xStrix
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Godot-MCP
Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev. Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to the Godot Editor so they can inspect and drive your project — create nodes, edit scenes, manage resources and scripts, capture screenshots, and more. It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI Tools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your own self-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org as NuGet package references (not forked). 39 built-in tools across 11 families: ping, node, scene, resource, filesystem, script, screenshot, editor, console, reflection, and runtime-errors. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...). Requirements: - Godot 4.3+ — the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon. - .NET 8 SDK. Important install note: Godot compiles every .cs file under your project into one assembly, so your project's .csproj must declare the two NuGet package references the addon depends on: com.IvanMurzak.ReflectorNet version 5.3.1 com.IvanMurzak.McpPlugin version 6.10.0 Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLL copying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGet global-packages folder. Full documentation, the complete tool list, and connection setup: https://github.com/IvanMurzak/Godot-MCP License: Apache-2.0.
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Golem-AI
Golem-AI is an AI-powered editor assistant for Godot 4. Chat with local or cloud models (Ollama, LM Studio, OpenRouter, Kimi, MiniMax, OpenAI, Anthropic, Gemini, Cursor) from an editor dock. Run a multi-step agent with editor tools, search the web, download assets into your project, and interact with other plugins. Features: • Chat composer: bubble UI, thinking blocks, tool results, attachments (text + images), Vision/Think toggles • Project context: open scene, selection, @file mentions, hybrid project index + Godot docs search • Editor tools: multi-step agent loop (scenes, scripts, nodes, TileMap, spatial mapping) • Web search: Serper (serper.dev) or Brave Search API — find textures, docs, and asset URLs • Download files: HTTPS → res:// (textures, .glb, audio) via agent tools • Other plugins: discover and call any installed addon (Terrain3D, DialogueManager, etc.) • Skills system: Markdown skills (/skill, dropdown, @skill:id) • Cursor-style UX: @ autocomplete, / commands, searchable agent history • Session history: pin, archive, New Agent (Ctrl+N, Alt+click to replace) • Bilingual UI: English / Spanish • API keys stored encrypted in user:// (not in project files) Install: search Golem-AI in the Asset Library (installs to addons/ai_assistant_plugin), enable in Project Settings → Plugins, open the Golem-AI dock, configure a provider in Config, refresh models (↻), enable Tools/Agent as needed. Requires: Godot 4.2+ (tested on 4.6.x). At least one AI provider (e.g. Ollama or LM Studio). Optional Serper or Brave API key for web search. MIT License · Author: sancheznotdev https://github.com/sancheznot/Godot-AI-Assistant
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QTI Neon
QTI Neon is a minimal, game-agnostic, relay-based UDP multiplayer protocol library. Clients never communicate directly. The relay routes packets by destination ID in the packet header, keeping NAT traversal trivial and host addresses private. The host is just another participant — it has no special network position, only a special protocol role. Neon features: - Relay-mediated UDP with automatic NAT traversal - Connection handshake with host-assigned client IDs and session tokens - Token-based reconnection (5-minute window by default) - Opt-in reliable delivery with retransmit and duplicate detection - Per-source rate limiting (100 pps default) - Auto-ping keepalive - Optional DTLS 1.2/1.3 encryption — relay-terminated, transparent to game code - Zero game-specific logic in the relay or library
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Godot MCP - Cursor and Claude Integration
A lightweight, secure Server-Sent Events (SSE) server written in pure GDScript to bridge Cursor, Claude Desktop, and Windsurf directly into your Godot Engine 4.x Scene Tree. Unlike other node-based MCP servers, this is 100% Native GDScript — No Node.js, TypeScript compilation, or external JS installation required! ### Core Features: - Zero Configuration: Just drag and drop to your project addons folder, and it works instantly. - Deep Editor Control: Enable LLMs to read scene files, modify resources, generate scripts, and arrange nodes. - 100% Secure: Runs purely locally via local HTTP endpoints. ### Quick Configuration in Cursor: 1. Install this plugin and enable it in your Project Settings -> Plugins. 2. In Cursor -> Settings -> Features -> MCP, click "+ Add New MCP Server": - Name: godot-mcp - Type: sse - URL: http://127.0.0.1:3000/mcp --- ### Looking for Unity, Cocos Creator or Figma-to-Engine Flow? This open-source plugin is maintained by the VberAI team. If you are developing games on other engines or require fully automated asset pipelines, try our flagship commercial production tools: - Visit Official Portal: https://vberai.com - Join Discussion Group: https://t.me/+8618827755984
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Dear ImGui Godot
Fully-featured Dear ImGui plugin for Godot 4 with imgui-rs backend. Plug-and-play with GDScript and C# (rebuild project after install). Complete API Access with Rust via GDExtension also available. https://github.com/shatadev/dear-imgui-godot/blob/main/README.md Exports to Windows, Linux, macOS, and web. Made by Shatadev. Dear ImGui created by ocornut.
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IcyRadioStreamer
A GDExtension plugin for playing IceCast streams for Godot 4.3+
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agnost
Analytics SDK for Model Context Protocol Servers
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ai
AI SDK by Vercel - build apps like ChatGPT, Claude, Gemini, and more with a single interface for any model using the Vercel AI Gateway or go direct to OpenAI, Anthropic, Google, or any other model provider.
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cdk8s-cli
This is the command line tool for Cloud Development Kit (CDK) for Kubernetes (cdk8s).
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@mastra/core
Mastra is a framework for building AI-powered applications and agents with a modern TypeScript stack.
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mcp-framework
Framework for building Model Context Protocol (MCP) servers in Typescript
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@zapier/notion-connector
Agent-callable Notion tools for searching pages and databases, reading and creating pages, querying data sources, appending content, and managing schemas. Use when the user mentions Notion or wants to find, read, create, or edit Notion content, even if th
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Localization Editor (G4)
This is a Godot Editor plugin to manage localization data. The plugin allows you to quickly and easily edit translations in csv format. You can also auto translate your text (build in Google Translator) Remaps are also supported. Resources are assigned very easily using drag and drop. The assigned resources can be viewed in preview window, to check them. Inputs are also checked for errors. The wrong entries are highlighted in color. Version: 0.4.0 godot 4 rc1
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Dialogue Editor (G4)
This is a Godot Editor plugin to manage dialogues in godot. The plugin allows you to quickly and easily manage all your actors and dialogues. You can also create your own dialog ui. Resources are assigned very easily using drag and drop. The assigned resources can be viewed in preview window, to check them. You can also test all your dialogues in preview mode with simple play system. Version: 0.0.9 godot 4 rc1
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Inventory Editor (G4)
This is a Godot Editor plugin to manage inventories and items in godot. The plugin allows you to quickly and easily manage all your inventories and items. You can also create your own inventory and items ui. Resources are assigned very easily using drag and drop. The assigned resources can be viewed in preview window, to check them. You can also test all your inventories and items in preview mode. Version: 0.1.5 godot 4 rc1
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Dialogue Manager 2
A simple branching dialogue editor and stateless runtime. Create your dialogue right in the Godot Editor itself with a simple script-like language and the built-in syntax checker. Then, in your game, use the DialogueManager global to fetch lines of dialogue. There is an example dialogue balloon to help get you started on creating your own to fit in better with your game. The GitHub repository also contains a few extra example balloon implementations.
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Debug Interface Components
A configurable debug meter that takes a float input and represents it as the height of the meter. The value passed to the meter will show below the meter. You can customize range, colors and the value of an optional target value. The meter accepts any value range, and will change color, and emit a signal when the input value exceeds the specified range. When the input value reaches the target value an event signal is emitted, and the bar can optionally change color.
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Smoother: physics interpolation node
A node type that smoothes scene nodes' properties by interpolating _physics_process steps. IMPORTANT NOTE: Since Godot 4.3 Beta 1 you can find built-in physics interpolation for 2D in `Project settings > Physics > Common > Physics Interpolation`. Physics interpolation for 3D is being worked on and should make it into a future release. See https://godotengine.org/article/dev-snapshot-godot-4-3-beta-1/#2d-physics-interpolation . If you can use a Godot version with built-in physics interpolation, I highly recommend using that. If you rely on an older Godot 4 version without built-in physics interpolation, please read on. ----- Godot typically has 60 physics ticks per second but monitors may have different refresh rates. As a result a game may look jittery on some hardware. The Smoother node interpolates between physics process steps to ensure smooth physics animations. By default the position property is smoothed but the settings allow interpolating any properties, even custom ones, that are of a supported data type, i.e. int, float, Vector2, Vector3, Vector4, Color, Quaternion, Basis. For usage and detailed documentation please visit the GitHub repository. The latest changes addresses an issue in case the game FPS drops below the physics ticks per second.
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Sprite Painter - Built-in Image Editor
It paints sprites... and not just them. Just press the colorful button above the viewport to edit a Node's texture, or an image file in the project folder! - Classic, customizable tools, including the 1-pixel Pencil, the round Brush and Eraser, Solid and Gradient fill, Box and Wand selection, Shape and Line drawing; - Clone, Fill and Normal Map brushes for more drawing possibilities; - Some Scripts to change the whole image or just the selection; - Quick operations on the image: flip, rotate, and resize; - Hold Alt to pick color from image or editor window; - Grid overlay for Sprites with Frames and Maps with Tiles; - Region overlays for Atlastextures and Spriteframes; - Full Undo support.
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FlowerInventory - GD4
Lightweight inventory system plugin for Godot Engine.
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Better Random Number Generator
The main goal of this plugin is to create a better random number generator, ie. all digits that come out of it follow a normal distribution. This is because during testing I noted some issues with the Godot PCG random number generator; refer to the provided excel file for my notes, thoughts, and procedures for testing. Additionally this generator does not require preparation to work properly, ie. you do not call randomize() at any point. Finally it adds the ability to generate streams of random numeric digits of any length, output as a string.
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Dialogue Label
This is a simple RichTextLabel extension for displaying dialogues. Custom tags: [spd 1.5] - change text speed to 1.5 symbols/frame [inst 5] - instantly display next 5 symbols [snd 0] - choose first sound bite in sound bite list [wait 60] - delay for 60 frames Example: [color=gray][inst 13]!!!warning!!![/color] [spd 1.5][snd 0]fast text with... [wait 60]sound bite 0 [spd 0.1][snd -1]slow text without sound bite
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Debug Menu - Display in-game FPS/performance/hardware metrics
Displays performance information in a Godot project during gameplay. Can be used when running from the editor and in exported projects. Inspired by id Tech 6/7's performance overlay. Features: - Features compact and full display modes, with the compact mode only displaying FPS, frametime and framerate cap. - Displays FPS, frametime, CPU time and GPU time graphs with a summary of the best/worst/average frametimes over recently drawn frames. - Displays hardware information, including graphics driver version. - Displays software information, including project version (if specified in the `application/config/version` custom project setting) and graphics settings. - Works with the Forward+, Mobile and Compatibility rendering methods. - Works with 2D and 3D projects. - Works when running the project from the editor, but also in exported projects (debug and release). See the usage documentation at: https://github.com/godot-extended-libraries/godot-debug-menu Demo project: https://godotengine.org/asset-library/asset/1903
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Bonnie Dialogue Manager for 4.0
Importer and interpreter for Bonnie Dialogue Language. Completely written in GDScript. No external dependencies. Editable in Godot! Bonnie is a language for writing branching dialogues/dialogs and has lots of nice features. Check the docs for more info.
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Audio Control
Simple basic audio control(Master, Music, Effects). Implemented as singleton/autoload class (plugin for Godot Engine 4.+).
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Editor debugger
This plugin allows you to inspect the editor's scene tree itself, within the editor. It's a bit the same concept as a web browser element inspector. New in 0.3: - Ported to Godot 4 - Added icons to nodes in the tree view (thanks to Xananax) - Replaced "Save Branch As Scene" button with a contextual menu (thanks to Xananax) - Added a menu to copy node paths, optionally including node types (thanks to Xananax) Full changelog at https://github.com/Zylann/godot_editor_debugger_plugin
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DebugGUI Graph
This utility provides a way to debug continuous systems by providing an inspectable graphing GUI and logging overlay. It also provides an optional attribute-based abstraction for a one line injection into your existing code. Callable from both C# and gdscript, but requires Godot .NET
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Save Made Easy - A simple, diverse Save/Load plugin
An easy to use, versatile Save/Load System for Godot 4 inspired by the simplicity of Unity's PlayerPrefs. Supports nested variables, Resources and encryption.
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Ruake In-Game Console with Scene Tree + In Editor REPL
This console can be opened while the game is running. It lets you evaluate code and even choose which node from the scene tree should be "self" when you are running it. It also includes a REPL that can be used in the editor.
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Pinned Debugger Tabs
Auto opens a pinned Debugger tab on project run. To pin a tab, press the newly added Pin Tab button on the Debugger tab bar. You can unpin by either pressing Unpin, or pressing the blue pin on the pinned tab. You can also shift the pin by going to a new tab and pressing Shift Pin. Changelog: *1.1: For 4.4+, fixed plugin critically failing due to changes in Debugger node hierarchy. Still works with all previous versions. This plugin overrides editor setting "run/output/always_open_output_on_play". If the plugin seems to fail, try editing the first variable "time_until_open", it might depend on your PC.
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Dialogue Nodes
A plugin for creating, editing and using branching dialogues in Godot.
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Editor Theme Explorer (pre-4.2)
NOTE: This version works with Godot 4.0 and 4.1. Separate versions are available for Godot 4.2+ and Godot 3.x. This is a Godot editor plugin which allows other plugin developers to quickly reference various theme properties defined in the main editor theme. Multiple fonts, styles, colors and icons are available through the editor's UI tree. With Editor Theme Explorer plugin creators can easily find theme items that would fit their own UI and reuse them, providing users with seamless experience between the editor's native UI and the UI added by plugins. By reusing existing theme definitions it becomes trivial to support all of your plugin users, even those who customize their editor theme. Explorer comes in a form of a new dialog window (Project > Tools > Editor Theme Explorer), and allows to search, preview, and get code snippets for: - Icons, - Colors, - Fonts, - Styleboxes, and - Constants.
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Editor Theme Explorer
NOTE: This version works with Godot 4.2+. Separate versions are available for Godot 4.0/4.1 and Godot 3.x. This is a Godot editor plugin which allows other plugin developers to quickly reference various theme properties defined in the main editor theme. Multiple fonts, styles, colors and icons are available through the editor's UI tree. With Editor Theme Explorer plugin creators can easily find theme items that would fit their own UI and reuse them, providing users with seamless experience between the editor's native UI and the UI added by plugins. By reusing existing theme definitions it becomes trivial to support all of your plugin users, even those who customize their editor theme. Explorer comes in a form of a new dialog window (Project > Tools > Editor Theme Explorer), and allows to search, preview, and get code snippets for: - Icons, - Colors, - Fonts, - Styleboxes, and - Constants.
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Audio Events
Audio Events provides a simple custom node that you can use to generate events at specific times when playing a sound. Simply create an AudioEventPlayer and attach an AudioEvents resource to it. In the AudioEvents resource, you can specify an audio file and the times at which an event (=signal) needs to be fired.
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Wave Function Collapse (WFC) 2D/3D Generator
This is a wave function collapse implementation for Godot in C#. Please refer to Examples on how to use. basically you need 2 tile maps. one to create a new map on (target) and one to use as a sample on how the tiles are used (sample). Features: Create map based on a sample Different match levels are possible (through changing MATCH_RADIUS) Multi-threading Possibility analysis from sample Fail correction (Generation will not fail anymore!) Has a base generator class that can be expanded for your use Fully working 2D and 3D generation! Currently has built in support for TileMap2D and GridMap( 2D or 3D ) (Used tile-sets are from Kenney with a CC0 license)