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github.com/maaack/godot-menus-template

  • v0.13.1
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Godot Menus Template

For Godot 4.2+

This template has a main menu, options menus, credits, and a scene loader.

Example on itch.io
Example is of Maaack's Game Template, which includes additional features.

Videos

Quick Intro Video
Installation Video
All videos

Screenshots

Main Menu
Key Rebinding
Audio Controls
Pause Menu
All screenshots

Use Case

Setup menus and accessibility features in about 15 minutes.

The core components can support a larger project, but the template was originally built to support smaller projects and game jams.

Features

Base

The base/ folder holds the core components of the menus application.

  • Main Menu
  • Options Menus
  • Pause Menu
  • Credits
  • Loading Screen
  • Opening Scene
  • Persistent Settings
  • Simple Config Interface
  • Extensible Overlay Menus
  • Keyboard/Mouse Support
  • Gamepad Support
  • UI Sound Controller
  • Background Music Controller

Examples

The examples/ folder contains an example project using inherited scenes from the base/ and extras/.

  • End Credits
  • Additional Inherited Scenes:
    • Main Menu w/ Animations
    • Opening w/ Godot Logo
    • Loading Screen w/ Shader Pre-caching

How it Works

  • app_config.tscn is set as the first autoload. It calls app_settings.gd to load all the configuration settings from the config file (if it exists) through config.gd.
  • scene_loader.tscn is set as the second autoload. It can load scenes in the background or with a loading screen (loading_screen.tscn by default).
  • opening.tscn is a simple scene for fading in/out a few images at the start of the game. It then loads the next scene (main_menu.tscn).
  • main_menu.tscn is where a player can start the game, change settings, watch credits, or quit. It can link to the path of a game scene to play, and the packed scene of an options menu to use.
  • option_control.tscn and its inherited scenes are used for most configurable options in the menus. They work with config.gd to keep settings persistent between runs.
  • credits.tscn reads from ATTRIBUTION.md to automatically generate the content for it's scrolling text label.
  • The UISoundController node automatically attaches sounds to buttons, tab bars, sliders, and line edits in the scene. project_ui_sound_controller.tscn is an autload used to apply UI sounds project-wide.
  • project_music_controller.tscn is an autoload that keeps music playing between scenes. It detects music stream players as they are added to the scene tree, reparents them to itself, and blends the tracks.

Installation

Godot Asset Library

This package is available as a plugin, meaning it can be added to an existing project.

Package Icon

When editing an existing project:

  1. Go to the AssetLib tab.
  2. Search for "Maaack's Menus Template".
  3. Click on the result to open the plugin details.
  4. Click to Download.
  5. Check that contents are getting installed to addons/ and there are no conflicts.
  6. Click to Install.
  7. Reload the project (you may see errors before you do this).
  8. Enable the plugin from the Project Settings > Plugins tab.
    If it's enabled for the first time,
    1. A dialogue window will appear asking to copy the example scenes out of addons/.
    2. Another dialogue window will ask to update the project's main scene.
  9. Continue with the Existing Project Instructions

GitHub

  1. Download the latest release version from GitHub.
  2. Extract the contents of the archive.
  3. Move the addons/maaacks_menus_template folder into your project's addons/ folder.
  4. Open/Reload the project.
  5. Enable the plugin from the Project Settings > Plugins tab.
    If it's enabled for the first time,
    1. A dialogue window will appear asking to copy the example scenes out of addons/.
    2. Another dialogue window will ask to update the project's main scene.
  6. Continue with the Existing Project Instructions
Extras or Components

Users that want additional features can try Maaack's Game Template or other options from the plugin suite.

Usage

Changes can be made directly to scenes and scripts outside of addons/.

A copy of the examples/ directory is made outside of addons/ when the plugin is enabled for the first time. However, if this is skipped, it is recommended developers inherit from scenes they want to use, and save the inherited scene outside of addons/. This avoids changes getting lost either from the package updating, or because of a .gitignore.

Existing Project

Existing Project Instructions

Attribution
License
Godot Asset Library - Plugin

FAQs

Package last updated on 31 Oct 2024

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