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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.

From an idea to your project01 → 02 → 03
Your AI client
You

Crossfade the music and add volume sliders that remember their settings.

Searching templates
Found a match

Audio Manager

Checked the files and project compatibility.

AI assistant

I found a good starting point. I’ll use Audio Manager and connect it to the existing scene.

Template installed. Now adapting it to your game…
  • 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.

  • Audio Manager

    Project content

    1.0.1

    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
  • Branching Dialogue

    Project content

    1.1.0

    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
  • GOAP Planner

    Project content

    1.1.0

    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
  • Health, Hitbox and Hurtbox

    Project content

    1.0.1

    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
  • Hierarchical State Machine

    Project content

    1.0.0

    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
  • Input Remapping

    Project content

    1.0.1

    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
  • Interaction System

    Project content

    1.0.0

    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
  • Quest Tracker

    Project content

    1.0.0

    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
  • Scene Pool

    Project content

    1.1.0

    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
  • Scene Transitions

    Project content

    1.0.0

    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
  • Slot Inventory

    Project content

    1.0.1

    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
  • Utility AI Selector

    Project content

    2.0.0

    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
  • Versioned Save Data

    Project content

    1.1.0

    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
  • Wave Spawner

    Project content

    1.0.0

    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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