What this component contains
ATTRIBUTION.mdLICENSEREADME.mdasset_report.pycomponent.jsonfixtures/project/materials/bad_brass_missing_texture.tresfixtures/project/materials/wood.tresfixtures/project/project.godotfixtures/project/scenes/bad_connection.tscnfixtures/project/scenes/bad_duplicate_sibling.tscnfixtures/project/scenes/bad_forward_sub_resource.tscnfixtures/project/scenes/bad_future_format.tscnfixtures/project/scenes/bad_missing_material.tscnfixtures/project/scenes/bad_parent_path.tscnfixtures/project/scenes/bad_syntax.tscnfixtures/project/scenes/bad_two_roots.tscnfixtures/project/scenes/bad_unknown_ext_id.tscnfixtures/project/scenes/bad_unknown_sub_id.tscnfixtures/project/scenes/bad_untyped_node.tscnfixtures/project/scenes/door.tscnfixtures/project/scenes/godot3_door.tscnfixtures/project/scenes/room.tscnfixtures/project/scripts/door_controller.gdgltfio.pygodot_scene_linter.pypngio.pyschema_lite.pytest_godot_scene_linter.pytest_package.pyverification/native.json
How it works
- Entry points
- parse, node_paths, lint, run, main
- Proves
- The file parses; every res:// external resource exists under the project root; every ExtResource and SubResource id is declared, sub-resources before their first use; the scene has one root, every node a known parent (including nodes of instanced scenes), a type or an instance, and a unique name among its siblings; every connection joins existing nodes.
- Does not prove
- That property values are valid for their class, that scripts compile, that signals and methods exist, or that uid:// references resolve (the uid cache is not read).
- Catches
- file_unreadable, syntax_invalid, header_invalid, format_unsupported, ext_resource_invalid, ext_resource_id_repeated, ext_resource_missing_file, ext_resource_reference_unknown and 9 more
Recorded checks
godot godot 4.7.2.stable.official.ed1daf0bf
checker_matches_contractgodot_loads_known_good_files_as_parsedeach_known_wrong_file_has_a_visible_effect_in_godot
Limits to consider
Resources are checked by res:// path only; uid-only references are not resolved. Property values are scanned for ExtResource and SubResource references but not type-checked. Signals and methods named by connections are not checked. Nodes inside instanced scenes are found by parsing those scenes (eight levels deep at most). Godot 3 scenes (format 2) are parsed with a warning, because Godot 4.7 converts their class names on load.