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@codegraphy-dev/plugin-godot

v2.2.5

Published

CodeGraphy Godot plugin

Downloads

1,007

Readme

CodeGraphy Godot

Adds Godot GDScript relationship analysis to CodeGraphy.

Install

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
  • 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://..."]

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.
  • GDScript class_name declarations are emitted as class symbols with pluginKind: godot-class-name. When Symbol, Variable, and contains are enabled in Graph Scope, the Relationship Graph shows the declaration as a Symbol Node contained by its .gd file. The Godot class_name Graph Scope row lives under Variable so the Variable parent toggle can hide these plugin-owned declaration symbols without erasing their own 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.
  • The Legend includes Plugins / Godot / class_name so these symbols can be styled separately from generic class symbols.

Example workspace

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

  • project.godotscenes/main.tscn, scripts/game_manager.gd
  • scripts/player.gdscenes/ui/loadout_preview.tscn, resources/player_loadout.tres
  • resources/player_loadout.tresscripts/data/player_loadout.gd, textures/player_card.png
  • scenes/ui/loadout_preview.tscnresources/player_loadout.tres, scripts/ui/loadout_preview.gd, textures/player_card.png

That example also now looks like a small real Godot project: it has a valid project.godot, a main.tscn entry scene, an autoloaded GameManager, and concrete player/enemy/UI scenes around the .tscn/.tres fixtures.

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

More