The Scene Manager Plugin is a powerful addition to your Godot toolkit, providing a visual graph editor for managing transitions between scenes and nodes. Whether you’re working on a small project or a large-scale game, this plugin simplifies and enhances your workflow, allowing you to focus on what matters most—creating amazing games.
Key Features:
Visual Graph Editor: See and manage your node transitions visually.
Drag-and-Drop Interface: Easily organize and modify your scene flow.
Simplified Scene Management: Create, connect, and manage scenes with ease.
Enhanced Project Organization: Keep your project neat and structured.
How It Works:
Open the Plugin: Access the Scene Manager from the Godot editor.
Create Nodes: Easily create nodes representing different scenes.
Define Transitions: Drag and drop to define transitions and relationships.
Visualize Flow: Get an intuitive representation of your entire scene flow.
Download Now!
The Scene Manager Plugin is now available for download. Get it here!
License:
This project is licensed under the MIT License. See the LICENSE file for details.
MIT and GPLv3 are the definitive versions of the two camps of permissive licensing - open-source and free software. MIT means that anyone can do anything they want with your code with basically no catches (which would mean that the plugin can be used in closed-source commercial games), while GPLv3 requires that any project that uses this plugin would also have to be open-source under the same GPLv3 license (which would mean that the plugin cannot be used in closed-source commercial games). Whichever one you pick is ultimately up to you - there are benefits and downsides to each one.
Thank you for your kind words! I’m glad you’re interested in the Scene Manager Plugin.
Currently, I’ve implemented a few basic transitions, but I plan to include more options in the final release. These will include parameters like transition speed and color for those transitions that involve color.
Additionally, you have the flexibility to create your own custom transitions by inheriting from a specific node. This will generate all the necessary child nodes and a dummy visual, allowing you to design the transition exactly as you want, either with the AnimationPlayer or through code.
Here’s an example of the transitions available in the editor, including cross-fade and fade to black:
GPL only requires that the plugin is open sourced and attributed. One can make a closed source commercial game with GPL code, you must attribute the authors and reasonably provide the source code (a link to github inside the attribution works), if you modify the plugin you must make users aware of modifications, not open source the whole game.
I am thinking of the Lesser GPL license thank you @LemmaEOF
You’re thinking of the Lesser GPL - the GPLv3 specifically requires any code that links with GPLv3 code also be GPLv3. Quoting from the license’s page:
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License.
I have a UX/UI choice to make and I’d love your input. I want to introduce parameters for transitions like z-index (to keep UI elements always visible), speed, and color (if the transition involves color).
I’m considering two solutions:
Implementing these parameters just under the transition choice dropdown box.
Adding a specific node that will basically do the same thing.
If you have any other ideas or preferences, please let me know. Here’s a quick mockup of both solutions:
I had this in mind from the beginning; I just wanted to be sure I could achieve what I wanted before spending too much time on it (there are tricky parts, notably with signal connections).
As for your second question, unfortunately, you need Mono enabled, but you can write your game in GDScript. I’m considering rewriting it as a C++ module in the future.
I’m a bracket type of guy and always struggle with Python-like syntax.