Signals
signalInspect and wire event connections in the edited scene, saving them and generating handler functions. List, connect, disconnect, or graph connections.
Instructions
Inspect and wire signals in the edited scene. Connections made here are saved in the scene. 'connect' can generate the handler function in the target's script.
Actions:
list: {path, connected_only?} signals of a node with their arguments and connections.
connect: {from, signal, to, method?, create_method?=true, body?, binds?, deferred?, one_shot?} e.g. Area2D body_entered -> Player. Method defaults to on_.
disconnect: {from, signal, to, method}
graph: {scope?: 'scene'|'project'} connection graph (project scope parses all scenes and scripts incl. .connect()/.emit() calls).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| to | No | Receiving node path. | |
| body | No | Body for a generated handler (GDScript, no indentation needed). | |
| from | No | Emitting node path. | |
| path | No | Node path relative to the scene root ('.' = root, 'Player/Sprite2D', '%Unique'), or a res:// file path, depending on the action. | |
| scene | No | res:// scene to operate on; opened in the editor if needed. Defaults to the currently edited scene. | |
| scope | No | 'scene' or 'project'. | |
| action | Yes | What to do. See the tool description for each action's parameters. | |
| method | No | Handler method name. | |
| signal | No | Signal name. |