JIS does all of it. Build any interaction you can think of using conditions and reactions that run in sequence or parallel. And it slots into your own game with no effort.
Every game’s list is different. Build yours.
Flexible, light, and out of your way. JIS gives you the pieces to compose any interaction.
2D, 2.5D and 3D. A shooter, a strategy game, a roguelike deckbuilder, a quiet narrative game, any genre you can name. New project or one you’re deep in. JIS is flexible and light, so it won’t cost you performance, and it ships everywhere Godot does: desktop, mobile, console, and web.
Want a new condition or flag? An animation on cue, a wave of enemies, a few explosions the moment a conversation ends? It’s all a few clicks away. Drag to reorder, pick from an organized reaction list, reach your flags in a tap, add as many as you want, and there’s more. Import your art, wire it up, and you’ve got something playable in minutes.
JIS does not try to take over your project. It works with what you’ve already built.
Walk into a zone, press a key, or call it straight from code. Point as many triggers as you like at one interaction.
Every update brings more. New reactions, new integrations with other tools. You buy JIS once, and every update after is free.
No separate tool, no code for the basics. Build your interactions from conditions and reactions, and run them in parallel or in sequence, all in an easy-to-use inspector.
Six scenes that each show one idea end to end. Open any of them, read the setup, and take it apart.
Walk up to the pedestal, press a key, and it fires back a message, a sound, and a burst of sparkles all at once. Your first interaction in a single scene.
Interact to open it, interact again to close it. A single flag remembers which state it’s in.
One NPC changes lines. ‘Help me find 5 cogs’ becomes ‘keep it up,’ then ‘you got them all,’ then a reward. One scene, different pages.
The camera zooms in on an angry Nem, lightning cracks, and the room goes up in smoke and fire. Walk into the flames and it reads ‘This is fine.’
Touch the strange device and it rattles and flashes through random colors. When the built-ins run out, you write your own reaction, like this one.
Keep the Nems safe: batteries power a tower that shoots the attackers, buttons raise the bridge. A whole mini-game in one scene.
Grab JIS, drop it into your project, place your first Interactable, and run a page. The getting started guide walks you through the rest.
JIS, the Jondob Interaction System, is a data driven interaction system for Godot 4. You place Interactables in your scene, give them Reactions to play, gate them with Conditions and fire them with Triggers, all authored in the inspector. It powers doors, chests, NPCs, cutscenes, quests and any other interaction your game needs.
One Interactable replaces the per object script. Give it Reactions from the built in library (animation, sound, movement, spawning, scene control and more), gate them with Conditions and pick a Trigger. For dialogue, JIS orchestrates the flow, which branch plays and when, while your own text UI or a dialogue addon renders it; asset integrations keep expanding over time.
JIS is authored in the Godot inspector with a custom editor. Reactions, conditions and triggers are configured, not coded. When you do need custom behavior, you extend a single class (JISReaction) and it shows up in the editor automatically.
JIS supports Godot 4.6 and newer. It is pure GDScript, so there are no native extensions to match to your engine build.
Yes. JIS is a self contained addon: drop the addons folder into your project, enable the plugin, and it works alongside your existing scenes and scripts without restructuring anything.
Yes. JIS supports 2D, 2.5D and 3D games with the same workflow. It is pure GDScript with zero external dependencies, so it runs on every platform Godot exports to.
Every Interactable can hold multiple pages, and Conditions decide which page runs. A locked and an unlocked door are one Interactable with two pages. Reactions can update conditions as they run, so interactions drive each other.
Both, in the same list. Each reaction has a wait mode (fire and continue, wait a fixed time, or wait until it finishes), so a single reaction list can mix parallel and sequential steps.
State persists across scene changes by default. Across game runs, saving is in your hands: extract the current state as data, store it in your own save system, and load it back later. Nothing persists between runs unless you save it.
Yes. JIS was built with ease of use in multiplayer in mind. You integrate it based on your game's networking and requirements, so you stay in control of what runs where, and it sits naturally next to JMB, our multiplayer backend for Godot.
No. JIS is a one time purchase with free updates forever, and it keeps growing: new reactions join the built in library over time, and integrations with popular assets are planned.
Yes. JIS is royalty free and made for commercial games. The indie license is 50 USD and covers teams of up to 9 people. Teams of 10 or more need the pro license, 300 USD, which covers the entire studio. No royalties, no recurring fees.
Six demo scenes ship with it (a hello world, a door, an NPC quest, a cutscene, a custom reaction and a mini game), and the getting started guide ends with a quick reference of the public API.
Start with the getting started guide. For anything else, ask in the Discord or email info@jondobgames.com. Support comes straight from the developer and is included with the purchase.
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