Rename everywhere
godot_renameRename functions, signals, variables, classes, autoloads, groups, input actions, nodes, or res:// files everywhere they are referenced; preview the plan, then apply changes.
Instructions
Rename a function, signal, variable, class_name, autoload, input action, group or node name everywhere it is used (GDScript, scene connections, node paths, groups, project settings), or move a res:// file together with its .uid and .import files and every reference to it. from and to are both names or both res:// paths. Without write it changes nothing and returns the exact lines it would change and what it could not change; with write: true it applies them and reports the review errors before and after (an error result when there are more after). Refuses, with an error, when the new name is already taken. Call godot_usages first to see what it will touch. For a setting value, an input event or a node property, use godot_project_edit or godot_scene_edit instead.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| to | Yes | the new name, or the new res:// path | |
| from | Yes | the current name, or a res:// path | |
| 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. | |
| write | No | apply the rename (default false: show the plan only) |