After two years of rewriting my game engine from scratch using ECS architecture, I finally arrived at a huge milestone: testing whether I can assign gameplay behavior to a character directly through the editor. On the surface, it might sound like a small step — but behind this test is months of work, late nights, countless bugs, and an entire editor system built from scratch.
Building the editor was one of the hardest parts of this journey. From the Scenegraph to the Inspector, the Asset Browser to mouse selection (Ray Picker) — every system needed to work together seamlessly. There were moments when I seriously considered scrapping the editor entirely. But deep down, I knew that if I wanted my engine to be flexible and developer-friendly, this feature had to exist.
In this devlog, I walk through the emotional build-up leading to the moment of truth: hitting Play and seeing if everything works. This test isn’t just about a feature — it’s about proving that the foundation I’ve been building can support the kind of dynamic, user-driven workflows I wanted. It's a small feature, but a huge step for my engine.