BerryCode v0.8.0 just shipped read-only Godot project support. You can open project.godot, browse .tscn scene trees in a side panel, and syntax-highlight .gd / .tres / project.godot — all from a Bevy IDE
built in Bevy itself.
Why
A common pattern I keep seeing: someone wants to try Bevy but has an existing Godot project. The "rewrite-or-die" migration is brutal — you need to read your old code while you write the new one, ideally
in the same editor.
So BerryCode now speaks both formats. Bridge, not converter.
What it reads
- project.godot — surface name, main scene, config_version (Godot 4 only for now)
- .tscn — full scene tree reconstruction with parent/child relationships, properties, ext_resources
- .tres — Godot resources, syntax-highlighted
- .gd — GDScript with extends, u/export annotations, SCREAMING_SNAKE constants
What it does NOT do
- Auto-convert anything to Bevy. This is read-only, not a converter. Conversion is hard and depends on your scene; BerryCode helps you do it yourself.
- Edit Godot files. The intent is browsing while you migrate, not replacing the Godot editor.
Other v0.8 stuff in the same release
- Status bar gets a "● Godot Project" badge when the workspace contains a project.godot
- File-tree icons: .gd blue, .tscn purple, .tres teal
- Auto-shows a "Godot Scene" panel when the active tab is a .tscn
Repo + binaries
https://github.com/KyosukeIshizu1008/berryscode
Latest release: https://github.com/KyosukeIshizu1008/berryscode/releases
Disclaimer: I'm the author. Happy to answer questions about the parser, the architectural choices, or where this fits next to Jackdaw / bevy_editor_pls / the official Bevy editor effort. They're all addressing different parts of the editor problem.