- Notifications
You must be signed in to change notification settings - Fork7
A helper library of visual scripting custom nodes in Godot.
License
swarnimarun/visual-scripting-node-library
Folders and files
| Name | Name | Last commit message | Last commit date | |
|---|---|---|---|---|
Repository files navigation
This library is a collection of visual script custom nodes that anyone can use in their projects.
It's purpose is to make thevisual scripting work flow in Godot easier.
Some nodes from the library in use:
Follow me at:Twitter: @steincodes and Find Tutorials about this atYoutube:Steincodes
To use the custom nodes in this library you have to copy theaddons folder from this repo into your project.
Then go toProject Setting>Plugins and set the status of theVisualScript Library plugin to activate.
This node is useful for loading all the files in a directory into adictionary. These files can be any files that can be loaded with theResourceLoader. This is useful for loading random scenes or textures for example.
Apply a random texture from theSprites folder to a sprite:
You can contribute in many ways; If you have questions or suggestions, just open an issue here on GitHub. If you have an idea for a node, be sure to first post it in the Node Brainstorming issue (#4), so you can get feedback. After your idea has been approved, follow these steps:
Get started by making a fork
of this repository and creating a branch for your custom node
Create a new Godot project and either copy the
addonsfolder into it or create a symlink. Theaddonsfolder is where Godot loads plugins from, so it's name is important.Create a new GDScript in the
addons/vs_custom_nodesdirectory. Name it by the name of your custom node inCamelCase, which should not include the word "Node" and describe what is does, for exampleEatApples.Now it's time to get started scripting our custom node! All custom nodes should extend
VisualScriptCustomNodeand have atoolkeyword at the top.There are some getter functions you will need to add to set some parameters. Look at some of the existing nodes to see what you need. Only add functions that are really needed, you don't need a
_has_input_sequence_portif it should returnfalsefor example.Now comes the most important part of your custom node, the
_stepfunction. All the logic happens in here. You can modify theoutputarray and theworking_memto create your functionality.If you want to throw an error, if the inputs are incorrect for example, then you need to return the error as a string. When everything goes all right, return the id of the sequence port which should be called next. If your custom node doesn't have any, just return 0.If you have your custom node all done, you need to register it in
addvsnodes.gd. Add a ppreloadstatement at the top, aadd_custom_nodeone in_enter_treeand aremove_custom_nodein_exit_tree. Be sure to give it a unique id and the correct category.Now you can test your node by enabling the plugin inProject->Project Settings->Plugins and adding your custom node to a VisualScript.
If it works how you want it to, create a pull request
and wait for it to be merged.
For help PM me on @steincodes on Twitter and follow me there for more updates on the project.
Keep track in the project board of any updates and plans before starting something.
About
A helper library of visual scripting custom nodes in Godot.
Topics
Resources
License
Uh oh!
There was an error while loading.Please reload this page.
Stars
Watchers
Forks
Releases
Packages0
Uh oh!
There was an error while loading.Please reload this page.
Contributors2
Uh oh!
There was an error while loading.Please reload this page.




