Rokojori
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Rokojori
@rokojori.com
🎮 Hi, your solo game dev from Berlin 🤟

Developing the ROKOJORI ACTION LIBRARY, a Godot addon for quick game developing with actions and procedural asset generation

✨️ https://rokojori.com/en/labs/rokojori-action-library/overview
Oh sorry, I did not write it clear enough. This is a custom class you need to write. It doesn't exist. This is for making scenes referencable without keeping them in memory. It's a bit better than paths, because the references will be updated automatically
November 26, 2025 at 10:29 AM
There's a sidebar icon looking like ...uhm.. a page ^^ Click on it, than add/edit there pages through the toolbar. For the background, you can edit in the document settings the editor bg colors. If you want a white rect fitting the page, enable snapping (magnet icon) and drag the rect over the page.
November 23, 2025 at 5:25 PM
Very cool!
November 22, 2025 at 11:22 PM
I think this (caching) is what PackedScenes do already. The other way is to have a resource class SceneReference { string path }, which only holds the path to the scene, without references to the actual scene. This can be decorated with an export hint to load scenes in the editor
November 22, 2025 at 10:20 PM
OK, got ya. That's probably the UI concept and architecture itself... Long and big topic... :)
November 20, 2025 at 10:53 AM
Always both ^^
November 20, 2025 at 8:36 AM
It's probably happens when inspector(s) and (multi)selections are not synced consequently. You can see this in all kinds of software, Blender is probably the worst, where you have meta selections of selection state spaces
November 20, 2025 at 8:02 AM
Sorting of transparents?
November 16, 2025 at 9:14 PM
Very cool!
November 16, 2025 at 8:55 AM
Thanks a lot for this talk! One of the most complete vegetation presentation I have seen! I couldn't make it, but would have enjoyed talking to you in person, maybe next time :) Great work
November 14, 2025 at 10:21 AM
Juicy!
November 8, 2025 at 9:02 PM
You mean with a connection to the active camera? Controlling aspects of different post effects and custom compositors? ;)

community.rokojori.com/Rokojori/rj-...
rj-action-library/PostProcessVolume.cs at main
rj-action-library - Rokojori Action Library for Godot
community.rokojori.com
November 4, 2025 at 3:05 PM
This does not work on my setup. When I left-click in the center it starts a box selection. And Alt+LMB is camera-orbit in my bindings.
November 2, 2025 at 2:09 PM
Ok, good to know. Thanks for the insights :)
October 30, 2025 at 6:55 PM
How is this saved? Isn't it saved in Godot's tscn format?
October 30, 2025 at 4:05 PM
Link to Rokojori docs for Action:
rokojori.com/en/labs/godo...
Action | Godot Docs 4.5 | ROKOJORI Labs
rokojori.com
October 30, 2025 at 1:02 PM
I would really like to know, how the old design was created or approved. What were the thoughts? There are so many examples out there doing it way better I hope this will be merged. I think another big UX overhaul is needed for the next pass material slot.
October 28, 2025 at 11:50 AM
Besides updating my library, I joined our Godot Halloween Jam with the idea of DomeFox a mix of DomeKeeper and StarFox where you gather resources and defend your base with your ship exploring a voronoi like room structure ^^
October 26, 2025 at 1:25 PM
I thought local like in localization and expected some English, German, French, Japanese screams and cursing 😅

But yours is also great, looks very convincing ^^
October 25, 2025 at 9:03 PM