gecs-entities-components

Installation
SKILL.md

GECS Entities & Components in Godot 4.3+

Design decoupled data containers and spatial scene bridges using GECS v9. In ECS, Entities represent identity and scene-tree integration, while Components represent pure data.

Addon: GECS · version v9 · Godot 4.3+ · MIT
Related skills: gecs-core for setup & basics, gecs-systems for processing logic, gecs-queries for filtering components, gecs-observers for reactive property change detection.


1. Design Principles: Entity Glue vs Component Data

Trait Entity (e_*.gd extends Entity) Component (c_*.gd extends Component)
Base Class Entity (inherits Node) Component (inherits Resource)
Role Glue between SceneTree and ECS World Pure data container
Methods Allowed: Node cache, lifecycle callbacks Forbidden: zero game logic or behavior
Node References Keeps references to child nodes (Sprite2D, CollisionShape2D, etc.) Never store node references
Persistence Instantiated via scenes or code @export variables automatically serialized
Queryable Grouped into archetypes Used as archetype filter tokens
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