The template library In Pro
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Dialogue, inventories, smarter NPCs. Start with a working system and make it yours. Your agent can find a template as it builds, or use one you choose.
- Every file is verified against what we published before it is written.
- Existing files are protected by default. Overwrites follow your permission mode.
- Editor addons are labelled, because their code runs inside Godot once you enable them.
The library
14 published templates. Each one says what it does, what it writes, and which Godot versions it runs on.
- 1.0.1
Audio Manager
Project content
An audio autoload with equal power music crossfades, pooled flat, 2D and 3D sound effect voices driven by SoundCue resources with random streams, pitch and volume, per cue voice caps, cooldowns and priority stealing, plus bus volume and mute settings that persist to validated JSON, and an optional settings panel.
- audio
- music
- sfx
- settings
- autoload
- ui
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 9
- Size
- 31 KB
- 1.1.0
Branching Dialogue
Project content
Dialogue authored as a graph of node and choice resources with flag conditions and effects, a runner node with start, advance and choose, typewriter-friendly signals, load time validation that names every bad id, and an optional dialogue box with a skippable typewriter and choice buttons.
- dialogue
- narrative
- branching
- resources
- ui
- npc
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 7
- Size
- 17 KB
- 1.1.0
GOAP Planner
Project content
A goal oriented action planner whose actions and goals are inspector-editable resources, with a deterministic A* search under node, depth and wall clock caps, plan invalidation and action backoff, a reported plan result you can log, and load time validation that names the resource that is wrong.
- ai
- goap
- planning
- npc
- resources
- simulation
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 16
- Size
- 37 KB
- 1.0.1
Health, Hitbox and Hurtbox
Project content
Component nodes for damage: a HealthComponent with an invulnerability window and clamped heal and damage that report the applied amount, HitboxArea and HurtboxArea for 2D and 3D with the right monitoring defaults, team filtering, and knockback and hit-stop exposed as signals.
- combat
- health
- damage
- hitbox
- components
- physics
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 7
- Size
- 12 KB
- 1.0.0
Hierarchical State Machine
Project content
A node based hierarchical state machine for characters and NPCs, with nested states, initial and remembered children, exits and enters ordered through the common parent, events and input that bubble from the active leaf to its parents, queued transitions with a loop guard, process gating for inactive states, load time validation, and a playable platformer demo.
- state machine
- hsm
- character
- ai
- npc
- nodes
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 11
- Size
- 18 KB
- 1.0.1
Input Remapping
Project content
Runtime rebinding for keyboard, mouse and gamepad with slots per action, a listen mode that captures the next press, swap, reject or share conflict policies per action group, defaults captured from the Input Map, validated JSON persistence that stores only changed actions, and an optional rebinding menu.
- input
- rebinding
- controls
- settings
- gamepad
- ui
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 10
- Size
- 38 KB
- 1.0.0
Interaction System
Project content
Component based interaction for 2D and 3D: Interactable nodes on any area, an Interactor on the player that focuses the best target by priority, distance and facing, hold to interact with progress, cooldowns, one shot objects and conditions, a prompt that follows the focused object with the bound key, and playable 2D and 3D demos.
- interaction
- prompt
- hold
- components
- 2d
- 3d
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 9
- Size
- 21 KB
- 1.0.0
Quest Tracker
Project content
Quests and objectives authored as resources, progressed by reported gameplay events, with prerequisites, sequential and optional objectives, turn-ins, auto-starting follow-ups, reward events, load time validation that names every bad id, versioned JSON state that validates before it applies, and an optional quest log.
- quests
- objectives
- progression
- resources
- save
- ui
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 9
- Size
- 35 KB
- 1.1.0
Scene Pool
Project content
A prewarmed object pool node for frequently spawned scenes, with a spawn and despawn contract and a hard ceiling instead of unbounded growth.
- performance
- pooling
- spawning
- bullets
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 1
- Size
- 4 KB
- 1.0.0
Scene Transitions
Project content
A scene loader autoload that fades out, loads the next scene on a background thread with a progress signal and a delayed progress bar, swaps it in and fades back, with preloading, a hand-off Dictionary for the next scene, failure recovery that keeps the current scene, and awaitable cover and reveal for cutscenes.
- scenes
- loading
- transitions
- fade
- autoload
- threads
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 5
- Size
- 14 KB
- 1.0.1
Slot Inventory
Project content
A fixed-slot inventory resource with stacking add, remove, move, split and merge that return leftover counts, item definitions and a registry as .tres, versioned Dictionary serialization that validates before it applies, and an optional drag and drop grid UI.
- inventory
- items
- stacking
- resources
- save
- ui
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 9
- Size
- 21 KB
- 2.0.0
Utility AI Selector
Project content
Considerations, actions and a selector with the three hysteresis fixes that stop a utility NPC oscillating, plus the three response curves as tunable resources.
- ai
- utility ai
- npc
- curves
- resources
- simulation
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 6
- Size
- 6 KB
- 1.1.0
Versioned Save Data
Project content
A schema-free versioned JSON save service with one-step migrations, pluggable validators, defensive loading and status returns, plus a separate ConfigFile settings store.
- save
- persistence
- migration
- settings
- autoload
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 3
- Size
- 11 KB
- 1.0.0
Wave Spawner
Project content
Data driven enemy waves: waves and spawn groups as .tres resources, spawn points chosen by node group in turn or at random with spread, per group delays and intervals, an alive budget that caps what is on screen, endless loops with growing counts, defeat tracking through any signal, optional Scene Pool reuse, signals and a HUD for the UI, and a playable 2D tower demo.
- waves
- spawning
- enemies
- tower defense
- survival
- resources
- 2d
- 3d
- Godot
- 4.4 and newer
- License
- MIT
- Files
- 12
- Size
- 25 KB
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