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README
Scene Validator
A Godot 4 editor plugin that scans the currently open scene for common mistakes before they turn into runtime errors:
- Broken
NodePathreferences — exported or storedNodePathproperties that no longer resolve to a node. - Unset
@exportvalues — exportedNode/Resource/PackedSceneproperties leftnull, the classic "Nil doesn't have method" crash. - Orphaned signal connections — connections in the scene file that target a method on a script that was removed, renamed, or detached.
- Ownerless nodes — nodes with no
ownerset, which are silently dropped the next time the scene is saved.
Results show up in a dockable Scene Validator panel at the bottom of the editor, with a button on each row to jump straight to the offending node in the Scene dock.
Installation
- Copy
addons/scene_validator/into your project'saddons/folder. - In Godot: Project → Project Settings → Plugins, enable Scene Validator.
- Open the Scene Validator tab in the bottom panel.
Usage
- Click Validate Scene to scan the currently open scene on demand.
- Check Run on Scene Save to have it re-scan automatically every time you save a scene.
- Click the button next to any result row to select that node in the editor.
How it works
All scanning logic lives in scene_validator.gd, a plain RefCounted script
with no editor dependencies — it walks the live scene tree with
get_property_list(), get_incoming_connections(), and owner checks. The
EditorPlugin (plugin.gd) only wires that logic to the dock UI
(validator_panel.gd / .tscn) and to the resource_saved signal for the
optional on-save trigger.
License
MIT — see LICENSE.