tools — independent software & tools
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EditorResourcePreviewGenerator Extensions
A Godot 4 plugin that extends the functionality of EditorResourcePreviewGenerator to simplify preview generation. Fully compatible with Godot's existing EditorResourcePreview functionality. The EditorResourcePreviewGenerator2D class allows for generating previews using CanvasItem-style drawing calls. It is an EditorResourcePreviewGenerator, but its _generate_2d() method replaces the parent class's _generate() method and passes in an object that allows for calling drawing methods (draw_circle, draw_polyline, etc).
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Inventory Forge
Visual item database editor with multilingual support for RPG and adventure games
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Energy Saver
A plugin to lower the Players Energy Usage without compromising the Player Experience. Included features are: -Setting an FPS Limit -Dimming the Screen when the Player goes Idle -Turning off the game logic and rendering after longer Idle Times -Separate FPS Limit for Menus, this needs to be activated via a function call To activate the Plugin, simply add the Energy Saver Node in your Main Scene. The Plugin is highly customizable and easy to use, allowing you to implement Energy Saving Features within seconds!
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Godot_Debug.txt
A Godot 4 addon that writes all debug output (print, push_error, push_warning, engine errors) to a text file in your project folder. No code changes required – it intercepts output via OS.add_logger().
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Simple Save Tool
An addon (plugin) for Godot 4.x that implements a Global Singleton (autoload) named SAVE_MANAGER to simplify persistent data storage using Resources (.tres).
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Aide-De-Cam
Supplies camera capability info - supported concurrent use, sensor resolution, ISO, focal length, etc - for Android (Camera2) device cameras, into GDscript. Provides a handy json string and user:// file upon request; plus optional export to Documents.
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AI Context Exporter
Introduction AI Context Exporter is a lightweight editor plugin specifically designed for Godot 4.6 developers. It scans and packages project scene structures (.tscn), scripts (.gd), and shader codes (.glsl, .gdshader) into a single, well-structured Markdown document with one click.Document management system This tool is built to provide Large Language Models (LLMs) like Cursor, Claude, ChatGPT, or Gemini with the most comprehensive project context. It helps AI accurately understand your node hierarchies, shader logic, and resource bindings, resulting in highly functional code suggestions. Key Features One-Click Full Export: Automatically recursively scans the res:// directory. Smart Formatting: Adds Markdown syntax highlighting tags based on file extensions (GDScript, GLSL, TOML). Shader Ready: Full support for Compute Shaders (.glsl) and Godot Shaders (.gdshader). Smart Exclusion: Automatically skips non-essential folders like .godot, addons, and .git. Auto-Refresh: Triggers Godot's filesystem scan immediately after generation. Installation Download this project and move the addons/ai_context_exporter folder into your project's res://addons/ directory. Go to Project -> Project Settings -> Plugins in the Godot editor. Check the "Enable" box next to AI Context Exporter. Navigate to Project -> Tools -> Export AI Context in the top menu bar.
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Foley AI Sound Effect Generation
Generate and import Foley AI sound effects directly inside the Godot editor. Features: - Docked generator panel for full Foley generation workflows - Quick Generate dialog from the FileSystem context menu - Variation generation from previously generated clips - Prompt presets, recent prompts, and batch prompt queues - Token/account lookup and retry handling for transient API failures - Import pipeline with deterministic naming and metadata sidecars - Preview, reveal, and copy-path actions for imported clips Requirements: - Godot 4.6 - A Foley AI API key Notes: - Make sure to create an API key at www.foley-ai.com under "settings" and paste it into the project settings for the plugin. - Output defaults to res://audio/foley_ai - Metadata is stored as hidden .foley.json sidecars beside each generated clip - This is an editor-only addon
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Genesis Engine: AI Game creator
This tool helps you turn your ideas into game designs and execute them without knowing anything about game design or development. Currently only supports 2d.
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SaveState
Atomic save system for Godot 4. Saves go .tmp then commit so power cuts and crashes never corrupt your files. Rolling .bak backups on every commit. Schema migration so adding new variables to your game never breaks old saves. Saveable node groups let you mark nodes for saving without writing serialization code by hand. Simple stable API: SaveManager.save_slot(0). Free and MIT licensed. Pro version with async saves, AES encryption, thumbnail capture, and a live editor dock available at https://chuumberry.itch.io/savestate-pro
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gd-YAFSM(Finite State Machine)
Designer-friendly Finite State Machine implemented in "Godotic" way This version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/gd-YAFSM/tree/godot3) branch for older version - Design StateMachine in a flowchart-like editor - Visualize flow of StateMachine & inspect parameters in realtime - Visualize game/UI state from flowchart - Similar workflow as using AnimationTree, and not required to inherit any custom class, just plug and play - Nested Finite State Machine workflow supported to create complex state machine with ease - As a Resource, StateMachine can be used repeatedly in different scenarios(StateMachinePlayer) and provide different outcome based on the input. - Compact data structure for StateMachine resource file v0.6.2: Fixes StateMachineEditor is_instance_valid check on reconnection Fix StateDirectory.get_current_end() doesn't work as expected Fix FlowChartGrid draw_multiline_colors error Fix StateDirectory.get_current_end() and StateMachinePlayer.path_end_dir( Remove some super._init() for godot 4.1.3 v0.6.1: Fix _on_update params error, flowchart grid and popup menus v0.6.0: Port to Godot 4.0 v0.5.2: Support sorting transitions. Fix "entered" signal is not emitted and trigger is flushed when StateMachinePlayer started. v0.5.1: Fix condition label in graph not removed as deleted from inspector. Fix output flooded with null exception, when stopping scene in remote debug and when switching between local/remote StateMachinePlayer node. v0.5.0: Support remote debug, simply select any StateMachinePlayer node in remote scene tree to view flow of StateMachine in realtime. Fix StateMachinePlayer's nested triggers are not flushed and some UI bugs. v0.4.1: Fix possible to connect to self when reconnecting, validate StateMachine Resource everytime loaded in editor, and minor improve on UI. v0.4.0: gd-YAFSM now support nested FSM workflow in 0.4.0 & fixed various annoying UI bugs Check out CHANGELOG(https://github.com/imjp94/gd-YAFSM/blob/master/CHANGELOG.md) for more details *Always backup project files before update
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@langchain/mcp-adapters
LangChain.js adapters for Model Context Protocol (MCP)