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Godot Signal Checker

An asset by SpielmannSpiel
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SpielmannSpiel
Godot Signal Checker

# Godot Signal CheckerChecks scenes for broken signals / events connected via the the Godot signal tab. ## Features* Scans your scenes for missing signals* Supports GDscript and C#* Disable parameter scans* Purely written in GDscript for maximal compatibility## The ProblemGodot complains about broken signals connected from code, but **editor-connected signals fail silently**, when you rename or delete the receiver method. You usually find out the hard way, a button click that does nothing, or worse, a bug report from a player.This should be a temporary solution until the GitHub issue [godot-proposals#8982](https://github.com/godotengine/godot-proposals/issues/8982) solves the problem in-engine.## SetupEither use the Godot assed library to install it or manually copy the `addons/GodotSignalChecker` into your addons folder and enable it in `Project` -> `Project Settings` -> `Plugins`.## UseWhen opening the project or enabling the plugin an initial scan will be performed. Other than that there is currently no auto-reload system, switch to the "Signal Checker" tab at the bottom and press the `Scan` button.## OTHERFor more information see the GitHub page: [https://github.com/SpielmannSpiel/GodotSignalChecker](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)Godot Asset Library (new): [https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/) Godot Asset Library (old): [https://godotengine.org/asset-library/asset/5122](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/) by bison - SpielmannSpiel [https://spielmannspiel.com](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)

Supported Engine Version
4.4
Version String
0.1.1
License Version
MPL-2.0
Support Level
community
Modified Date
1 month ago
Git URL
Issue URL

Godot Signal Checker

Checks scenes for broken signals / events connected via the the Godot signal tab.

Features

  • Scans your scenes for missing signals
  • Supports GDscript and C#
  • Disable parameter scans
  • Purely written in GDscript for maximal compatibility

The Problem

Godot complains about broken signals connected from code, but editor-connected signals fail silently, when you rename or delete the receiver method.
You usually find out the hard way, a button click that does nothing, or worse, a bug report from a player.

This should be a temporary solution until the GitHub issue godot-proposals#8982 solves the problem in-engine.

Setup

Either use the Godot assed library to install it or manually copy the addons/GodotSignalChecker into your addons folder and enable it in Project -> Project Settings -> Plugins.

Use

When opening the project or enabling the plugin an initial scan will be performed.
Other than that there is currently no auto-reload system, switch to the "Signal Checker" tab at the bottom and press the Scan button.

OTHER

For more information see the GitHub page: https://github.com/SpielmannSpiel/GodotSignalChecker

Godot Asset Library (new): https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/
Godot Asset Library (old): https://godotengine.org/asset-library/asset/5122
by bison - SpielmannSpiel https://spielmannspiel.com

# Godot Signal Checker

Checks scenes for broken signals / events connected via the the Godot signal tab.

## Features

* Scans your scenes for missing signals
* Supports GDscript and C#
* Disable parameter scans
* Purely written in GDscript for maximal compatibility


## The Problem

Godot complains about broken signals connected from code, but **editor-connected signals fail silently**, when you rename or delete the receiver method.
You usually find out the hard way, a button click that does nothing, or worse, a bug report from a player.

This should be a temporary solution until the GitHub issue [godot-proposals#8982](https://github.com/godotengine/godot-proposals/issues/8982) solves the problem in-engine.


## Setup

Either use the Godot assed library to install it or manually copy the `addons/GodotSignalChecker` into your addons folder and enable it in `Project` -> `Project Settings` -> `Plugins`.


## Use

When opening the project or enabling the plugin an initial scan will be performed.
Other than that there is currently no auto-reload system, switch to the "Signal Checker" tab at the bottom and press the `Scan` button.


## OTHER

For more information see the GitHub page: [https://github.com/SpielmannSpiel/GodotSignalChecker](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)

Godot Asset Library (new): [https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)
Godot Asset Library (old): [https://godotengine.org/asset-library/asset/5122](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)
by bison - SpielmannSpiel [https://spielmannspiel.com](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)

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Quick Information

0 ratings
Godot Signal Checker icon image
SpielmannSpiel
Godot Signal Checker

# Godot Signal CheckerChecks scenes for broken signals / events connected via the the Godot signal tab. ## Features* Scans your scenes for missing signals* Supports GDscript and C#* Disable parameter scans* Purely written in GDscript for maximal compatibility## The ProblemGodot complains about broken signals connected from code, but **editor-connected signals fail silently**, when you rename or delete the receiver method. You usually find out the hard way, a button click that does nothing, or worse, a bug report from a player.This should be a temporary solution until the GitHub issue [godot-proposals#8982](https://github.com/godotengine/godot-proposals/issues/8982) solves the problem in-engine.## SetupEither use the Godot assed library to install it or manually copy the `addons/GodotSignalChecker` into your addons folder and enable it in `Project` -> `Project Settings` -> `Plugins`.## UseWhen opening the project or enabling the plugin an initial scan will be performed. Other than that there is currently no auto-reload system, switch to the "Signal Checker" tab at the bottom and press the `Scan` button.## OTHERFor more information see the GitHub page: [https://github.com/SpielmannSpiel/GodotSignalChecker](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)Godot Asset Library (new): [https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/) Godot Asset Library (old): [https://godotengine.org/asset-library/asset/5122](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/) by bison - SpielmannSpiel [https://spielmannspiel.com](https://store.godotengine.org/asset/spielmannspiel/godot-signal-checker/)

Supported Engine Version
4.4
Version String
0.1.1
License Version
MPL-2.0
Support Level
community
Modified Date
1 month ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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