Description
Changelog
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Philosophy

  • The graph is the source, GDScript is the build. Everything you draw compiles to a normal .gd file you attach to a node like any other script.
  • Zero overhead, zero lock-in. The generated script keeps running even if the plugin is removed, and anything GDScript can do, Hengo can do.
  • State machines first. A script is a finite state machine with enter / update / physics / exit phases and a visual State Viewer.
  • Actions instead of boilerplate. Playmaker-style steps dropped on a state cover the common logic. Each action is a small GDScript file, so your project can add its own.
  • See it running. A live debugger highlights the active state and the executing flow while the game plays.

Requirements

  • Godot 4.7 (Forward+ or Compatibility). Hengo uses 4.7-era APIs, older versions will not run it.
  • No runtime dependencies: Hengo only touches the editor and generates plain GDScript.

Installation

  1. Download the plugin
  2. Copy the addons/hengo/ folder into your project's res://addons/ directory.
  3. Open Project → Project Settings → Plugins and enable Hengo.

A Hengo tab appears in the editor's bottom panel. Click it to open the tool. To move it, use the gear in the top bar and change Dock Location.

Your first script

  1. On the Dashboard, click New Collection and name it.
  2. Create a script: give it a name, pick the class it extends (e.g. Node2D), then Create & Open.
  3. In the Props tab, add a variable and a New State (call it Main). Right-click the state row and mark it as the start state: every machine needs exactly one.
  4. On the state card, click Add Action, search for Print Value, drop it on the enter phase and set its value.
  5. Press Compile All in the top bar. The Code Preview tab shows the generated GDScript.
  6. Attach res://hengo/scripts/<name>.gd to a node of the matching type and run the scene.

Where your files live

Hengo stores everything under res://hengo/:

  • res://hengo/collections/, the editable graph data (the source), hidden from the Godot importer by a .gdignore.
  • res://hengo/scripts/, the generated GDScript (the build) you attach to nodes.

Both are project files, so they commit to Git like any other Godot resource.

Links

Questions and bug reports are welcome on Discord or in the issue tracker.

Changelog for version beta-1

No changelog provided for this version.

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