Thank you. All my add-ons are open source, so feel free to use them. I split them out so that I only need to pull in what I use. If Godot was a little more library friendly, I’d probably separate them out even more. But I’ve been working on them for a year now. And TBH they are constantly behind whatever my latest project is - but they continue to get better. I need to totally re-vamp my Music plugin after the Godot 4.5 release.
I guess that depends on what you view as abstract. What I view as abstract goes in utilities. Everything else I consider quite concrete and the scripts go where the scenes are. But it depends on your workflow. Right-click → Show in FileSystem is very useful.
I do most UI in the game state machine.
Especially inside the Main Menu Usier Interface scene:
However, inventory and HUD I always do hanging off the player. Typically they require a lot of knowledge about the player and there are usually signals
For example this is the 2D view of my 3D player in my game Skele-Tom.
Which in-game looks like this:
And this:
In Eternal Echoes I made the CanvasLayer its own scene:
And then each corner of the UI was it’s own scene:
In-game it looks like this:
Or this:
Depending on if you’re using a gamepad or keyboard.








