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CodeGraphy GDScript

CodeGraphy GDScript

joesobo

|
31 installs
| (0) | Free
Adds GDScript dependency detection to CodeGraphy. Requires codegraphy.codegraphy.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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CodeGraphy Godot

Adds Godot GDScript relationship analysis to CodeGraphy.

  • Core extension: CodeGraphy
  • Marketplace plugin: CodeGraphy GDScript
  • Plugin API: @codegraphy-vscode/plugin-api

Install

  1. Install the core codegraphy.codegraphy extension.
  2. Install this plugin extension.
  3. Open CodeGraphy and let it analyze your workspace.

Detection coverage

  • .gd files:
    • preload()
    • load()
    • extends
    • class_name references
  • 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.

Example workspace

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

  • project.godot → scenes/main.tscn, scripts/game_manager.gd
  • scripts/player.gd → scenes/ui/loadout_preview.tscn, resources/player_loadout.tres
  • resources/player_loadout.tres → scripts/data/player_loadout.gd, textures/player_card.png
  • scenes/ui/loadout_preview.tscn → resources/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.

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