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Editor Integration

Ascendere extends the Godot editor with tools for scene scaffolding, live communication, and custom commands.

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");

Live bidirectional communication between the editor and a running game instance. Useful for debugging, tweaking values, and triggering events without restarting.

// In editor tool
EditorBridge.Send("set_speed", 300f);
// In game
EditorBridge.OnReceive("set_speed", (float v) => speed = v);

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
}