Reusable Godot components.
See what they do, understand the setup, copy the code.
Recent components

Random Wander
Type: 3DMakes a CharacterBody3D wander around: walk in a random direction, pause, repeat. Instant life for critters and idle NPCs.
kestrelGodot 4.7- movement
- AI

Interaction Area
Type: 3DLets the player interact with something by pressing a key while standing next to it. Works for chests, doors, signs and NPCs.
tofu_gamesGodot 4.7- interaction

Follow Target
Type: 3DSmoothly moves its parent toward another node. Good for pets, drones, homing pickups and simple camera rigs.
tofu_gamesGodot 4.7- movement
- AI

Lifetime Timer
Type: GeneralFrees its parent after a set number of seconds. Drop it on bullets, effects and pickups so they clean up after themselves.
kestrelGodot 4.7- timing
- utility

Cooldown
Type: GeneralA reusable cooldown for shooting, dashing or any ability. Ask try_use() and it only says yes when the cooldown is over.
kestrelGodot 4.7- timing
- utility

Screen Shake
Type: 3DShakes a Camera3D when you call shake(). Repeated hits stack up and the shake fades out on its own.
nora_devGodot 4.7- camera
- feedback

Hit Flash
Type: 3DFlashes a 3D mesh white for a split second, then fades back. Cheap, readable feedback for taking damage. No shader needed.
nora_devGodot 4.7- feedback
- combat
- visual

Hurtbox
Type: 3DAn Area3D that receives hits from Hitbox areas and reports them with a signal. The other half of a hitbox / hurtbox setup.
pixelmothGodot 4.7- combat
- collision

Hitbox
Type: 3DAn Area3D that detects when it touches a Hurtbox and reports the hit to it. Put it on weapons, bullets and enemy attacks.
pixelmothGodot 4.7- combat
- collision

Health Component
Type: GeneralTracks health for any node. Emits signals when damaged, healed or dead, so the rest of your scene can react.
pixelmothGodot 4.7- combat
- health