Go, Go, Godot!
  • 0

Update all resources after modifying a resource class

March 11, 2025

Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding .tres files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff where seemingly unrelated files are modified, which increases the chance of merge conflicts.

A simple way to address this is to update all resources by re-saving them after modifying a resource class and check everything in with the same git commit. Godot doesn’t have that functionality built in, but it’s easy to create a script to do this.

@tool
extends EditorScript

## Crawls the entire codebase, loads, and re-saves every resource.
## Run this script with CTRL/CMD+SHIFT+X.


func _run() -> void:
	for filename in _build_file_list("res://", "tres", 20):
		var res: Resource = ResourceLoader.load(filename)
		ResourceSaver.save(res, res.resource_path)
	

static func _build_file_list(
	path: String, 
	suffix: String, 
	recursion_depth: int
) -> Array[String]:
	var dir = DirAccess.open(path)
	if not dir:
		push_error("An error occurred when trying to access path: %s" % [path])
		return []

	var files: Array[String]
	dir.list_dir_begin()
	var file_name = dir.get_next()
	while file_name != "":
		if dir.current_is_dir() and recursion_depth:
			var sub_dir: String = "%s/%s" % [path, file_name]
			files.append_array(_build_file_list(sub_dir, suffix, recursion_depth - 1))
		elif file_name.ends_with(suffix):
			var full_path = "%s/%s" % [path, file_name]
			files.append(full_path)
		file_name = dir.get_next()

	return files

gitgodotresourcesversion control
Posted in Godot.
Share
PreviousInventory System 2 Alpha 3 available
NextInventory System 2 Alpha 2 available

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • November 23, 2024

    Inventory System v1.18 available

    A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …

  • August 2, 2022

    Launching Godot Games on Steam Deck from the command line via Remote Shell

    For some reason, my Godot game would no longer launch on the Steam Deck. I could hear it running as if it were running in the background, but the screen kept showing the Steam Deck’s UI. Since it’s all Linux I figured it should be possible to just drop to the command line and launch …

  • August 3, 2022

    Share your Computer’s Mouse and Keyboard with your Steam Deck

    I use an app called barrier. It allows you to share your mouse and keyboard with multiple devices. I use it, because I tend to have my laptop and Macbook sitting next to my PC, and it makes working across all devices very convenient. It’s a mix of a multi-monitor and multi-computer setup. Concept Your …

  • October 10, 2024

    Inventory System v1.16 available

    A new version of the Inventory System is available. This version requires Godot Engine 4.3 and includes many refinements. New Drag and Drop system The Drag-and-Drop component has received a major overhaul. The previous system was quite complex and the separation of the classes that implemented the click-and-drag and click-and-release approaches had so much overlap …

    © 2026 GoGoGodot.io. All rights reserved.