CalendarTime — MoonBark Calendar Time System for Godot 4
A professional day/night cycle and calendar system for Godot 4, built in C# with an ECS backend. This is the MoonBark Calendar Time System — a service-adapted time engine with day/night cycles, seasonal changes, calendars, and event scheduling.
Architecture
Game Bootstrap
└── WorldTimeBootstrap (RefCounted)
├── TimeProvider — read-only time queries
├── TimeSignalBus — Godot signal bridge
└── WorldTimeEcsRuntime — ECS-backed simulation
└── WorldTimeAdvanceSystem
- WorldTime.Core — Engine-agnostic C# types, ECS systems, calendar math
- WorldTime.Godot — Godot integration:
WorldTimeBootstrap,TimeProvider,TimeSignalBus, UI views - WorldTime addon —
[GlobalClass]Resources for inspector:WorldTimeCalendar,WorldTimeYear,WorldTimeMonth,WorldTimeEventDay
Guides
- C# Integration — Wire the MoonBark Calendar Time System into a game project
- Setting Up a Calendar — Configure calendar systems
- Godot Delta Contract —
Engine.TimeScaletraps, fixed-step pattern - Time Scaling Consumption — How to consume time correctly
- Time Precision —
int64microseconds design - Time Signal Bus Resource — Why
TimeSignalBusis aResource - Saving & Loading — Persist time state
Note on the source name: The C# namespaces are still
MoonBark.WorldTime.*and the csproj files still use theWorldTimename. The docs site is branded CalendarTime / MoonBark Calendar Time System as of 2026-06-02 (after two SEO reviews;calendartimewon overcalendar-timeandtimesystem). A source-level namespace rename (WorldTime.csproj→CalendarTime.csproj) is tracked as a downstream task.