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@codegraphy-dev/plugin-godot

v3.0.1

Published

CodeGraphy Godot plugin

Readme

CodeGraphy Godot

Adds Godot GDScript relationship analysis to CodeGraphy.

This package has two plugin entries. The Core entry analyzes Godot projects and declares Godot graph semantics. The Extension entry owns Godot Graph View colors, shapes, and icons. The CLI loads only the Core entry.

Install

This package requires Node.js ^22.14.0 || >=23.6.0. Node.js 20 is not supported.

Install @codegraphy-dev/core first if the codegraphy CLI is not already available.

npm i -g @codegraphy-dev/plugin-godot
codegraphy plugins register @codegraphy-dev/plugin-godot
codegraphy plugins enable @codegraphy-dev/plugin-godot
codegraphy index

Detection coverage

  • .gd files:
    • preload()
    • load()
    • extends
    • class_name references
    • class_name declarations as Symbol Nodes
    • function, constant, variable, and enum declarations as Symbol Nodes
    • signal declarations as Symbol Nodes
    • inline and standalone @export declarations as Exported Property Symbol Nodes
    • connect(...) calls as Signal Connections
  • Structured parsing:
    • @gdquest/lezer-gdscript parses GDScript before preload(), load(), ResourceLoader.load(), and class_name extraction, with text fallbacks for parser gaps.
    • @fernforestgames/godot-resource-parser parses Godot 4 .tscn and .tres files before external-resource dependency extraction, with text fallbacks for unsupported syntax.
    • project.godot sections use the plugin's lightweight text parser for resource-bearing settings.
  • project.godot:
    • application/run/main_scene
    • [autoload]
  • .tscn and .tres text resources:
    • [ext_resource ... path="res://..."]
    • scene and resource headers as Scene or Resource Symbol Nodes
    • scene node entries as Scene Node Symbol Nodes

Edge semantics

  • Scene and resource text references are emitted as normal load edges with type: static.
  • project.godot resource-bearing settings are also emitted as normal static load edges.
  • The finer-grained plugin provenance is sourceId: "ext-resource" for .tscn/.tres files and sourceId: "project-settings" for project.godot.
  • The detector follows Godot's text-loader behavior more closely by accepting relative path= values and preferring a matching uid= target when one is known in the workspace.
  • This means they participate in the existing load Edge Type Graph Scope settings while still being attributable to Godot text-resource parsing.
  • The plugin emits GDScript class_name declarations as class symbols with pluginKind: godot-class-name. When Graph Scope enables Symbol, Variable, and contains, the Relationship Graph shows each declaration as a Symbol Node inside its .gd file. The Godot class_name row lives under Variable, so the parent toggle can hide these plugin-owned symbols without erasing their saved state.
  • GDScript function, constant, variable, and enum declarations are emitted as normal Symbol Nodes, so they use the shared Function, Constant, Variable, and Enum Graph Scope and Legend defaults.
  • Godot Scene, Resource, Autoload, Scene Node, Signal, and Exported Property rows are plugin-owned Symbol Node filters that still use the shared contains edge when ownership is visible.
  • Signal connect(...) relationships are emitted as codegraphy.gdscript:signal-connection edges and appear under the Signal Connections Graph Scope row.
  • Incremental indexing reanalyzes signal declaration files after a receiver adds, removes, or retargets a connect(...) call.
  • The Godot Extension entry adds plugin-owned Legend rules so class_name and other Godot symbols can be styled separately from generic symbols.

Example workspace

The repo fixture at examples/example-godot now includes:

  • project.godotscenes/main.tscn, scripts/game_manager.gd
  • scenes/main.tscn → player, enemy, projectile, UI, and enemy spawner scene/script resources
  • scripts/player.gdscripts/base/entity.gd, scenes/projectile.tscn, scripts/projectile.gd, and scripts/components/health_component.gd
  • scripts/spawning/enemy_spawner.gdscenes/enemy.tscn, resources/enemy_spawn_config.tres, scripts/enemy.gd, scripts/player.gd, and scripts/data/spawn_config.gd
  • resources/enemy_spawn_config.tresscripts/data/spawn_config.gd

The example has the structure of a small Godot project. It includes a valid project.godot, a main.tscn entry scene, and an autoloaded GameManager. Player, enemy, and projectile scenes include colliders and health bars. A compact controls UI and enemy spawner complete the fixture.

Those .tscn/.tres fixtures intentionally use relative path= values, and the resource reference also carries a uid= so the plugin exercises both Godot-style resolution paths.

More