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Your email address will not be published.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

  • Strings
    December 17, 2022

    When not all strings are Strings. Detect bugs in your GDscript more easily with static typing

    One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …

  • February 6, 2024

    Inventory System v1.4.1 available

    This small update addresses inventory serialization to persist the allow_gaps and expiration_multiplier settings. These were previously overlooked.

  • November 17, 2022

    Making videos for the web with Godot 4’s Movie Writer

    Normally I use OBS for screen recording, but there are cases where it makes sense to use Godot’s built-in movie writer that was recently announced. For example, if you have a slow PC or really demanding game, OBS will skip frames. It makes sense since OBS is just recording what’s on the screen in real …

  • Godot Game Engine Logo
    September 15, 2022

    Godot Engine 4 reaches beta

    Just a couple of days ago, Godot 4.0 alpha 17 was announced. Today, Godot Engine 4.0 beta 1 was released. Be sure to check out the announcement. There are lots of improvements across the board; rendering, lighting, physics and navigation, animation, and scripting.

    © 2026 GoGoGodot.io. All rights reserved.