gecs-ui-bridge

Installation
SKILL.md

GECS UI Bridge in Godot 4.3+

Connect runtime ECS data (player health, ammo, scores, cooldowns) to Godot Control nodes without tight coupling or spaghetti code. In traditional game development, developers often make the mistake of having UI nodes poll ECS components every frame in _process(), or worse, storing Godot UI nodes inside ECS Component resources.

This skill establishes clean, event-driven bridges using GECS World Events (emit_event) and Reactive Observers (o_*) targeting a decoupled CanvasLayer HUD.

Addon: GECS · version v9 · Godot 4.3+ · MIT
Related skills: gecs-observers for reactive observers, gecs-entities-components for reactive property setters, gecs-core for setup.


1. UI Integration Dilemma: What to Avoid

Anti-Pattern Why It Breaks Down The GECS Solution
Per-Frame UI Polling HealthBar._process() calling get_component(C_Health) every frame wastes CPU when HP doesn't change Event-Driven: Update only when HP actually mutates
Control Nodes in Components Storing @export var health_bar: ProgressBar in C_Health breaks resource purity & serialization Pure Data: Components stay pure data; Observers bridge to UI
Direct Entity Lookup in UI UI reaching deep into the World tree causes tight coupling and breaks when scene reloads Event Bridge: UI listens to typed signals or World Events
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