GDScript projects — indie software
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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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CollapsibleContainer
- Adds a `CollapsibleContainer` node into the Godot game engine. - Hide/reveal any `Control` node childed to the `CollapsibleContainer` node with or without a tween. - Preview folding/unfolding directly in the editor! - Customize open/close sizes, with automatic adjustment to a desired node's size. - Customize open/close directions (e.g., top, bottom, left, right, top-bottom, etc.). - Customize open/close dimensions (e.g., width, height, both). - Customize ease/tween transition types and timing. - Signals provided for `CollapsibleContainer` state changes. - Documentation built into the Godot editor: quickly find and understand any `CollapsibleContainer` function. - Useful example scenes provided to get you started. - For issues or more information: https://github.com/ArshvirGoraya/Godot-Collapsible-Container > Godot now has a builtin `FoldableContainer` node but it cannot be opened or closed with easing functions which this plugin offers. > Godot's `FoldableContainer` and this plugin's `CollapsibleContainer` are NOT the same.
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WebRTC plugin - Godot 4.3+
WebRTC implementation for Godot native platforms.
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GDCEF Godot4
gdCEF - Chromium Embedded Framework for Godot 4 Integrate a fully functional web browser into your Godot 4.2+ games on Linux and Windows. This GDExtension wraps the Chromium Embedded Framework (CEF) API, enabling you to display web content in 2D and 3D scenes and interact with it using GDScript. ======================== Supported Platforms ======================== - Linux (X11 required) - Windows - macOS (worked, but developers are needed to improve support) Android and iOS are not supported by CEF and therefore not supported by gdCEF. Godot 3 users: gdCEF is no longer maintained for Godot 3, but the last version is still available here: https://godotengine.org/asset-library/asset/1426 ======================== Installation ======================== Starting from version 0.19.0, gdCEF no longer requires users to compile the source code. From the Godot editor, simply download the CEF artifacts folder into your project (500+ MB). Once downloaded, gdCEF is ready to use. (Note: the available binaries depend on the GitHub CI configuration, so not all architectures are currently provided.) ======================== ChangeLog ======================== Since version 0.19.0, gdCEF no longer requires users to compile the source code. Since version 0.18.0, major improvements have been made, including: - CPU and GPU optimizations - Numerous keyboard and input handling fixes ======================== Community & Support ======================== For help with installation or general questions, join our Discord: https://discord.gg/EckEwy7S5U ======================== Documentation ======================== - Installation Guide: https://github.com/Lecrapouille/gdcef/blob/godot-4.x/doc/installation.md - API Reference: https://github.com/Lecrapouille/gdcef/blob/godot-4.x/doc/API.md - Design Details: https://github.com/Lecrapouille/gdcef/blob/godot-4.x/doc/detailsdesign.md - Demos Info: https://github.com/Lecrapouille/gdcef/blob/godot-4.x/demos/README.md - FAQ: https://github.com/Lecrapouille/gdcef/blob/godot-4.x/doc/faq.md
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GodOSC
Implementation of the Open Sound Control protocol in Godot using GDScript and a group of nodes for convenient use. GodOSC receives and sends OSC messages over UDP. Currently supports: * Sending and Receiving OSC messages. * Receiving OSC Bundles * Booleans * Floats * Integers * Strings * Blobs Includes the following nodes: OSCServer * Receives OSC messages OSCClient * Sends OSC messages OSCMessage * Helper node. Attaches to a node who's data will be used in an outgoing OSC message. OSCReceiver * Helper node. Attaches to a node that will be controlled by incoming OSC messages.
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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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MapCamera2D
A node that adds mouse, keyboard and gesture zooming, panning and dragging to Camera2D. Exported properties: - zoom_factor (multiplies Camera2D.zoom each mouse wheel scroll) - zoom_min (minimum Camera2D.zoom) - zoom_max (maximum Camera2D.zoom) - zoom_limited (if true, MapCamera2D.zoom_min is effectively increased to stay within limits) - zoom_relative (if true, mouse zooming is done relative to the cursor) - zoom_keyboard (if true, zooming can also be done with the plus and minus keys) - pan_speed (adds to Camera2D.offset while the cursor is near the viewport's edges) - pan_margin (maximum number of pixels away from the viewport's edges for the cursor to be considered near) - pan_keyboard (if true, panning can also be done with the arrow keys) - drag (if true, the map can be dragged while holding the left mouse button) - drag_inertia (multiplies the final drag movement each second)
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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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Godot Midi
This add-on allows for the import and playback of MIDI files in Godot. Great for syncing events to music, making rhythm games, or even your own audio production/synthesis applications. Features: - Easy import of MIDI files as Godot Resources - Easy MIDI event handling with signals - Imported MIDI events stored in an array of dictionaries per-track - Asynchronous playback via a separate thread - Linking to one or more AudioStreamPlayers for synchronization with music - Easy rhythm game integration with helper functions for get_notes_around and get_notes_in_range Please note: this is a work-in-progress, bugs/unexpected behavior may occur. Please consult the README on GitHub before using it. Bugs reports, suggestions, and feature requests are welcomed!
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You Can Do It!
Anime girls motivate you every 15-30 minutes. Features: - Girls holding programming books - Nice girls to compliment you - Chill girls to greet you - Mean girls to insult you - Collect girls in the catalog
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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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GD UUID
GD UUID is a Godot library that generates UUIDs. Currently, it supports UUID v7 only.
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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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Threaded resource save-load
This plugin allows you to save/load resources in the background using threads, preventing main thread freezes and handling the process using signals. For more information click "View files".
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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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Godot 4 MessagePack
Implementation of the Messagepack specification for Godot 4 written in pure GDSCript.
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Pixelpart
Play Pixelpart effects in Godot. This native plugin allows you to import and play .ppfx files created with Pixelpart directly in Godot. You can find more information on https://pixelpart.net/ The following platforms are supported at the moment: - Windows - Linux - macOS - iOS - Android - Web
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Documentation Comment Helper
Adds features to aid in writing documentation comments. Right-click to convert lines of text to documentation comments, or to open a window to type your documentation comments into. The window includes buttons to add formatting tags that the Godot documentation system uses. Tested with 4.6, but should work with most earlier 4.x versions.
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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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Vector2 editor
Edit Array[Vector2] and PackedVector2Array directly in the editor as if they were polygons—no extra nodes, no complex setup. Just enable, drag, add, or remove points right on the canvas. For more information click on "View files"
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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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GDSchema
A full JSON Schema Draft 2020-12 validation plugin for Godot 4.3. This extension brings industry-standard JSON validation directly into Godot, enabling configuration validation, and API contract enforcement. Schemas are compiled into navigable tree structures, supporting $ref references, schema registration, and detailed error reporting.
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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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Nexus Vertex Painter
This is a powerful, artist-friendly tool to paint vertex color channels (RGBA) directly in the 3D editor. It is designed for Level Design, Texture Splatting, and Shader Masks, offering a workflow similar to industry-standard tools like Unreal Engine or Substance Painter. --- Key Features: --- Paint Modes: Add, Subtract, Set (absolute value), Blur/Smooth and Sharpen to blend colors organically. Brush Stencils (Alphas): Drag & drop textures to paint complex details like grunge, cracks, or leaves. Uses Triplanar Projection to wrap seamlessly around corners. Smart Masking: Automatically mask your painting by Slope (Angle). Perfect for painting grass only on flat terrain or moss only on steep walls. Procedural Generators: Apply global effects with one click: Noise, Top-Down (Snow/Dust), and Bottom-Up (Rising Water/Gradient). --- Production Workflow --- Non-Destructive: Painting creates a modifier node, keeping your original .glb or .tscn files untouched. Bake to Resource: When you are finished, click "Bake" to save a permanent, game-ready .res file for maximum performance. Revert: Changed your mind? Revert the mesh to its original import state with a single click. Safe: Full Undo/Redo support. --- Pro Controls --- Visual Feedback: The brush cursor projects physically onto the mesh, ensuring visibility even on transparent or unshaded materials. Includes a visual Strength Meter. Mouse Shortcuts: Ctrl + Right Click + Drag: Adjust Size & Strength. Shift + Right Click + Drag: Adjust Falloff (Hardness). Keyboard Shortcuts: X and Z/Y to toggle Blend Modes, 1-4 to toggle Channels. Ctrl + Z: Undo Ctrl + Shift + Z: Redo --- Support --- Need help or want to share your work? Join the Discord: https://discord.gg/HMxbzqWCgQ
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BZ Physics Helper
A simple and optimized, static utility class for Godot 4+ to make 3D ray-casting easier to use for C# / .Net.
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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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Magnet2D
A physics based magnet. It attracts RigidBodys in a magnet like manner.
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Magnet3D
A physics based magnet. It attracts RigidBodys towards it
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Input Buffer Combo System
A lightweight and flexible combo input buffer system for Godot 4. This addon allows you to track player inputs, store them in a timed buffer, and detect combos based on customizable action sequences. It is ideal for fighting games, action games, and any system that requires chained inputs. Features: Input buffering with configurable time window Combo detection using action sequences Supports custom InputMap actions Priority-based combo resolution (longer combos first) Easy integration into existing player controllers The system works by capturing input events, storing them in a buffer, and resolving combos after a short delay. When a valid sequence is detected, it returns the corresponding combo action for execution. Perfect for: Fighting game mechanics Hack-and-slash combat systems Advanced player input handling Includes example usage and simple setup.
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Mini Map
This addon lets you quickly add a fully functional minimap to your 2D game. Just drop the MiniMap node into your scene, assign a target (like your player), and you're good to go. It also includes editor support, so you can position and configure your minimap without constantly running the game.
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Quick Resolution
Godot plugin to quickly change and test Project Resolution settings.
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Alenia UI Integrator
Alenia UI Integrator is a professional automation tool designed to speed up UI development in Godot 4. Using its "Smart Assembler" logic, it automatically groups and configures interactive components based on naming conventions. Key Features: - Smart 9-Slice Deployment: Automatically parses filenames (e.g., _32px) to set margins correctly. - Component Auto-Assembly: Groups textures into functional Buttons and HSliders with a single drag-and-drop. - Interactive Logic Injection: Automatically attaches scripts for audio feedback and button states. - Project Cursor Hijack: Set custom pointers globally with a single click. - Mass Fix Tool: Utility to repair anchors and texture filters for existing UI scenes. Optimized for Alenia Studios UI Packs. Licensed under CC BY 4.0.
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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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vuedotcs
Manage Godot nodes and data as effortlessly as Vue, from Vuedot implement by C#
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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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Finite State Machine
A better state machine for Godot 4.x (GDScript). Nesting states supported. Designed with developer experience in mind, this plugin provides editor warnings, automated tree scanning, hierarchical lifecycle propagation, and runtime flexibility for both static and dynamic setups.
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Modular Inventory
A modular, data-driven inventory system built for Godot 4.x. Features drag-and-drop functionality, hotbars, item logic scripting. Key Features : Drag & Drop - Fully featured mouse interactions for moving items - Left-click to drag full stacks, right-click to drag exactly 1 item - Scroll-wheel to dynamically adjust the drag amount on the fly - Shift-click to instantly Quick-Move items between open inventories - Drop items directly out of the UI into the 3D world Data-Driven Core - Everything is a native Godot Resource - Items, slots, and rules are fully extensible via custom metadata and tags - No hardcoded item types, define everything visually in the Inspector Slot Rules & Restrictions - Control exactly what goes where - Lock slots to specific item tags - stacking limits (e.g., force a slot to only accept 1 item) - Visual feedback (green/red highlights) for valid and invalid drop targets Item Logic & Equipment Manager - Automate item behaviors - Attach custom scriptable behaviors (weapons, tools, consumables) directly to items - EquipmentManager automatically handles input detection, logic execution, and 3D model equipping - Built-in support for item durability and automatic breaking UI Components & Layouts - Ready-to-use interfaces - Pre-built Grid Panels and Hotbars with mouse-wheel navigation - UIStateManager automatically handles panel stacking, background dimming, and mouse capture - UICoordinator automatically arranges player and container inventories side-by-side - Auto-generated BBCode tooltips showing stack counts, durability, and tags Advanced UI Building - Easily create custom layouts - InventoryBinder and SlotGrid nodes for quickly building custom UIs - Fully decoupled architecture, UI updates automatically via signals without manual polling 3D World Integration - Seamless transition from UI to 3D - Dropped items instantly become RigidBody3D physics object - InventoryDisplayComponent to visually show inventory contents on characters or in the world using 3D markers
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Jodotai
Reactive atomic state for Godot 4, inspired by Jotai.
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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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brainCloud Client SDK
Official brainCloud client SDK for Godot 4 (GDScript). Adds a brainCloud editor dock for one-click credential setup, and registers a global brainCloud autoload singleton giving you instant access to all brainCloud services — authentication, player entities, leaderboards, cloud scripts, virtual currency, RTT WebSocket events, lobby matchmaking, and real-time relay multiplayer. All API calls are async/await compatible.
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Home Builder
A Godot 4 C# plugin for building structures directly in the 3D scene editor. Features: - Floors: draw rectangles of tiles by click-and-drag (single MeshInstance3D per room) - Walls: click two points to place a wall; L/T/X intersections resolved automatically with mitre joints - Doors & Windows: click any wall to carve a real cutout in geometry and collision - Stairs: two-click placement, step height calculated automatically per floor - Roofs: flat, shed, gable, and hip types with configurable pitch - Fences / Railings: modular, axis-aligned, driven by a PackedScene asset - Multiple floors: per-floor visibility in the editor - Bake: exports the building as an optimised .tscn with LOD0, LOD1, Occluder, and Collision
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Juice Shaders Lite
Three free, drop-in 2D shaders for Godot 4: hit_flash, outline, and dissolve. Plain canvas_item shaders, documented, with copy-paste GDScript to animate them. This is the free "lite" version. The full Juice Shaders pack adds 9 more effects (CRT, shockwave, water, palette remap, dither, shine sweep, pixelate, wind sway, grayscale fade): https://janeduardo19.itch.io/juice-shaders-12-game-feel-shaders-for-godot-4 These shaders come from my own game, Sinless Land, a folklore deckbuilder made in Godot 4: https://janeduardo19.itch.io/sinless-land
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XCameraControler (3D)
An open source graphical GUI allowing developers to expose the godot engine graphical controls to the players to enhance their in game expertence with advanced features such as LOG Rendering for later color grading. Update: Rebuilt the HDR Pipeline and changed LOG Behaviors a bit for real dynamic range recovery.
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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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IMSC Dialogue/Script Player
A lightweight yet powerful JSON dialogue/script player that can be easily integrated into any stage of game development. Features: - Speech nodes with optional choices (branching dialogs) - Conditional branching based on variables or expressions - Variable management – set, get, and use in conditions - Trigger / Function nodes – invoke game logic and receive outputs - Serializable state – save/load, undo/redo, replay - Expression evaluation – math, comparison, and logical operators - Async support – triggers can be asynchronous - Sub‑scripts – callScript nodes run nested graphs with isolated variables and in/out data flow - Custom nodes – register your own exec (flow) or data (expression) node types via register_custom_node - Pause/Resume – pause execution during triggers or user input You can create a JSON graph from scratch or use IMS Creators to create ready-to-use dialogue graphs in a visual editor.
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VRM Importer & MToon Shader
[What is VRM?] VRM: 3D avatar ecosystem created by Pixiv. VRoid Studio: A free tool to easily create your own custom VRM avatars. [Why this fork?] An active fork and continuation of the V-Sekai/godot-vrm project, providing ongoing maintenance and major performance upgrades for VRM support in Godot 4.3+. This version leverages GDExtension (C++) to deliver high-performance physics and advanced features. [Installation] Go to Project → Project Settings → Plugins and enable both the VRM and MToon plugins. [Credits] Originally developed by the V-Sekai team. This continuation is maintained by AzPepoze.
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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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State Machine Lite
Lightweight finite state machine autoload for Godot 4. Free version. Upgrade to PRO for hierarchical states, transitions guards, history and visual debugger.