u/Kyosuke1008

▲ 686 r/bevy+1 crossposts

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.

u/Kyosuke1008 — 8 days ago