A Godot 3 add-on for creating dynamic 2D day and night cycles with CanvasModulate and optional moon lighting using Light2D.
Godot 3 2D Day/Night Cycle is a Godot Engine add-on that simulates a dynamic day and night cycle for 2D games. It uses CanvasModulate to change the scene's color palette over time and provides an optional moon light effect using Light2D. This solves the problem of manually managing time-based visual transitions and atmospheric lighting in 2D game environments.
Godot 3 developers creating 2D games who need to implement day/night cycles or time-based environmental effects. It's particularly useful for projects requiring atmospheric depth, such as adventure, RPG, or simulation games.
Developers choose this add-on because it offers a ready-made, configurable system for day/night cycles, saving development time. Its modular design with separate nodes for the cycle, moon light, and debugging allows for flexible integration and customization without complex coding.
A 2D ☀️ Day / 🌔 Night cycle using CanvasModulate and a moon light effect using Light2D.
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Uses CanvasModulate to smoothly shift the entire scene's color palette between day and night, providing cohesive atmospheric changes without per-object adjustments, as shown in the example GIFs.
Offers an optional Light2D-based moon effect that can be static or move in sync with the cycle, enhancing nighttime ambiance with configurable parameters detailed in the MoonLight documentation.
Includes a Time singleton that controls time passage and synchronizes cycles, making it easy to manage time-based mechanics across the game, as described in the AutoLoad setup.
Supports delays between foreground and background cycles for parallax-like changes, allowing creative depth in environmental transitions, illustrated in the setup examples with CanvasLayers.
Designed only for Godot 3.x, making it incompatible with Godot 4 and limiting its relevance for projects on newer engine versions, with no mention of migration plans.
Requires copying multiple files and folders and setting up AutoLoad for the Time singleton, which is more cumbersome and error-prone compared to asset store installations or one-click imports.
Relies solely on CanvasModulate for color shifts and Light2D for moon effects, lacking support for advanced methods like custom shaders or particle systems that could enable richer, more realistic environments.