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Your email address will not be published.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

  • February 17, 2025

    Inventory System 2 Alpha 2 available

    This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a GGItemCollection. This also reduces the need for manually creating GGItemData resources, which simplifies item management at design time significantly. …

  • July 17, 2023

    Terrain3D for Godot has been released

    The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like …

  • 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 …

  • February 15, 2024

    Inventory System v1.8 available

    The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …

    © 2026 GoGoGodot.io. All rights reserved.