The project's files as a graph: unused, why used, what a scene loads
godot_depsTrace Godot project dependencies from startup scenes and autoloads to resources: find unused files, explain why a file is reached, list what a resource loads, and detect load cycles. Read-only.
Instructions
Follow what loads what, from where the game starts (main scene, autoloads, every res:// path in project.godot, export include filters, the shipped file list from godotwright.json, add-ons, tests, editor scripts), through ext_resource, preload, load, class_name, folders and file names the code builds paths from, textures next to models and import settings. op unused: files nothing reaches, biggest first, whole folders as one line (when in doubt a file counts as used, so the list can be trusted). op why (file): the chain from the game to the file, before you delete or move it. op of (file): what a scene or resource loads with it, biggest first, what it can load later, and paths that do not exist. op cycles: scenes or resources that load each other through ext_resource, which Godot cannot load (it reports "[ext_resource] referenced non-existent resource" for a file that is there). Read-only.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | unused, why, of or cycles | |
| file | No | why and of: the res:// file | |
| path | No | The project folder, or any file or folder inside it (Godotwright walks up to project.godot). Relative paths start at the server's folder. Default: the current project. |