Find usages
godot_usagesFind every reference to a name in a Godot project—functions, signals, variables, nodes, groups, paths—offline before renaming, moving, or deleting it.
Instructions
Find every place a name is used in the project, offline and without the editor: a function, signal, variable, constant, class_name, autoload, input action, group or node name, or a res:// path / uid:// (which files refer to it, and whether it exists). Looks in GDScript code (not comments), in strings where Godot looks names up (connect, emit_signal, is_action_pressed, add_to_group, get_node, load), in scene connections, node names and groups, and in project settings. Call it before you rename, move or delete anything; to make the change everywhere, use godot_rename. For engine API names use godot_api. Returns where the name is defined, then each file with the line number, the kind of use and the line itself (very common names are capped). Read-only.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | what to look for, e.g. take_damage, health_changed, Player, jump, res://scenes/enemy.tscn | |
| 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. |