It has been a long time since the last update and there were 2 reasons:
But first, get a look on the Godot Con 2026 project that I created to demonstrate the
It was a pleasure to be at the Godot Con 2026! I had the opportunity to give a talk about the library and talked about
You can check the
The Rokojori Action Library v0.6 can be downloaded via the official Godot store.
GODOT ASSET STORE
The library has a lot of things that it can be used for and so naturally,
This is good thing, because it
So why not extracting the core? Well, I have good news for you!
In the next version there will be additionally a
This includes
For the transpilation, overloaded functions had to be renamed as well as some classes like
Timeline (changed case of l) and Sequence (shortened from ActionSequence)
The exciting part: There will be a GDScript only version! I have written
a transpiler that transpiles C# to GDScript. It still in an experimental phase
but some early prototypes work very well.
This means there will be 3 versions:
Automatically converting from one to the other will be maybe possible in the future, too.
But for now, the focus is to stabilize both core versions.
The
Also there's a plan now, how to
Some modules that are planned are
It can use different algorithms like a generator that references a
The specifics of the algorithms are defined in a
Use children for the line
Follow an object
Pass points manually, orientation is automatic
Pass points and orientation manually
Use one mesh as segment
Use a cylinder mesh
Use multiple meshes randomly
The development had to be interrupted for the GodotCon, so some features like better auto orientation options
are moved to a next release.
The Rokojori UI - which is a set of very rich, responsive and flexible UI components - has another update:
And what can you do with variables? Maybe headers that are aligned by custom amount for your
The entries of the categories are localizable settings, that define in which values the setting can have and how it is applied.
A lot of predefined settings are available so that usually only a fraction of the work has to be done:
With variables, expressions can use reusable variable definitions. This is useful for components that don't need
to share their layout with another component, because it would make an awkward hierarchy.
This can be used also for default width, heights, offsets and margins for basic components.
They are defined in a







