Godot Node Extensions, AKA Godot NExt, is a Godot 3.1+ repository dedicated to collecting basic script classes that are currently unavailable in vanilla Godot.
As you might have noticed, Godot Engine's initial node offerings are general purpose and are intentionally not oriented towards particular types of games.
This repository's purpose is to create classes that fulfill a particular function and work out-of-the-box. Users should be able to use your class immediately after creating it. For nodes, don't be afraid to design ones that have an array of dynamically generated children. ;-)
Note: The repository is named after Nodes, but ultimately any general-purpose type is welcome here (References, Resources, etc.).
If you like the project, please star it. If you'd like to support its development, please send tips to my Kofi.
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Create or open a project.
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Download the repo from GitHub directly. I don't bother updating the AssetLib version anymore.
Go to the Asset Library tab, search for "Godot NExt" and install the plugin. -
Open Project Settings and go to the Plugins tab.
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Find the
godot-next
plugin and select "Active" from the dropdown on the right-hand side. -
You should now be able to create each new type of node in your project!
If you have an idea for a node that you would like to have added to the repository, create a new Issue.
All scripts must be script classes, i.e. scripts with registered names.
All scripts must have the author's name at the top.
All credits related to any associated script code or icons should be kept in the ATTRIBUTIONS.md
file.
All scripts must adhere to the relevant language's styling conventions, modeled after Godot Docs examples and the Godot Engine source code.
All C# scripts must be submitted to a *-cs
branch, e.g. master-cs
, 3.1-cs
, etc. This is to ensure that users who aren't using the Mono-enabled version of Godot do not have C# scripts present.
Submissions are encouraged to do the following:
- Provide a 16x16 SVG icon for each submitted script.
- Use statically-typed GDScript if submitting one or more GDScript files.
- Create mirrored versions of GDScript and C# scripts between branches.
- Add your node(s)' information to the bottom of the README, if possible (less work for maintainers).
That's it! I hope you've got ideas of what you'd like to share with others.
Linkable Node Name | Description | Language |
---|---|---|
Array2D | A 2D Array class. | GDScript |
BitFlag | A class that allows abstracts away the complexity of handling bit flag enum types. | GDScript |
Behavior | A Resource type that automatically calls Node-like notification methods when paired with the CallbackDelegator class. | GDScript |
CallbackDelegator | A Node that manages a ResourceSet of resources and delegates Node callbacks to each instance. | GDScript |
ClassType | A class abstraction, both for engine and user-defined types. | GDScript |
CSVFile | Similar to ConfigFile, parses a .csv file. Can generate a key-value store from rows. Supports .tsv files. | GDScript |
Cycle | Cycles through child nodes without any visibility or container effects. | GDScript |
EditorTools | A utility for any features useful in the context of the Editor. | GDScript |
FileSearch | A utility with helpful methods to search through one's project files (or any directory). | GDScript |
FileSystemLink | A utility for creating links (file/directory, symbolic/hard). | GDScript |
Inflector | A vocabulary wrapper of inflection tools to pluralize and singularize strings. | GDScript |
InspectorControls | A utility for creating data-editing GUI elements. | GDScript |
PropertyInfo | A wrapper and utility class for generating PropertyInfo Dictionaries, for use in Object._get_property_list() . |
GDScript |
ResourceArray | A ResourceCollection implementation that manages an Array of Resources. | GDScript |
ResourceCollection | An abstract base class for data structures that store Resource objects. | GDScript |
ResourceSet | A ResourceCollection implementation that manages a Set of Resources. | GDScript |
Singletons | A utility for caching Reference-derived singletons. Resources with a SELF_RESOURCE constant with a path to a *.tres file will be automatically loaded when accessed. |
GDScript |
Trail2D | Creates a variable-length trail that tracks a "target" node. | GDScript |
Variant | A utility class for handling Variants (the type wrapper for all variables in Godot's scripting API). | GDScript |
VBoxItemList | Creates a vertical list of items that can be added or removed. Items are a user-specified Script or Scene Control. | GDScript |