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Your email address will not be published.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

  • April 20, 2024

    Ditch @onready, use @export instead

    Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …

  • 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 …

  • January 12, 2023

    Is Godot is the Linux of Game Engines?

    Godot Engine is an open-source game engine. With the 4.0 release on the horizon, it’ll gain quite a bit of attention. And it’s an engine worth keeping an eye on. Internet Gaming. Serious business. Game development is serious business. The global gaming market size was 203 billion USD in 2020 (per fortunebusinessinsights). It is predicted …

  • Godot Game Engine Logo
    March 1, 2023

    Godot Engine 4.0 released!

    Godot Engine 4.0 has been released per official announcement. With version 4.0, Godot has gone through “3+ years of breaking and rebuilding from the ground up, a complete core overhaul and a full engine rewrite, through 17 alphas, 17 betas and 6 release candidates“. The announcement post is credited to “2000+ Godot contributors.” It’s a …

    © 2026 GoGoGodot.io. All rights reserved.