Editor Integration
Ascendere extends the Godot editor with tools for scene scaffolding, live communication, and custom commands.
Scene Builder
Section titled “Scene Builder”A DSL for defining scenes declaratively instead of through the editor UI.
Scene.Build("Player") .Add<CharacterBody2D>() .Add<CollisionShape2D>() .Add<Sprite2D>() .Save("res://scenes/Player.tscn");Editor Runtime Bridge
Section titled “Editor Runtime Bridge”Live bidirectional communication between the editor and a running game instance. Useful for debugging, tweaking values, and triggering events without restarting.
// In editor toolEditorBridge.Send("set_speed", 300f);
// In gameEditorBridge.OnReceive("set_speed", (float v) => speed = v);Command Palette
Section titled “Command Palette”Register custom commands that appear in the Godot command palette. Commands are discovered automatically via the [EditorCommand] attribute.
[EditorCommand("Spawn Test Enemy")]public static void SpawnTestEnemy(){ // runs in editor context}