A Godot 4 plugin that visualizes scene signals and connections as an interactive graph and tree for debugging.
SignalVisualizer is a plugin for the Godot 4 game engine that visualizes the signals and connections within the current scene. It displays these relationships as an interactive graph and a tree structure directly in the editor, helping developers debug and understand signal-driven event flows without manually tracing code.
Godot 4 developers working on projects that heavily utilize signals for node communication, especially those building complex scenes or debugging event-driven architectures.
Developers choose SignalVisualizer because it provides immediate visual insight into signal connections, includes a runtime debugger for live signal logging, and integrates seamlessly into the Godot editor, saving time over manual debugging methods.
A plugin for Godot 4.x. SignalVisualizer displays the current scene's signals and connections in a easy to read graph and tree dock.
Provides an interactive graph using Godot's GraphEdit node, allowing developers to see signal connections visually in the editor, which simplifies understanding complex event flows.
Includes a Signal Debugger panel that logs emissions with timestamps and node details during gameplay, eliminating the need for manual print statements and speeding up debugging.
Automatically filters to show only signals with the CONNECT_PERSIST flag, reducing noise by highlighting connections that are relevant across scene changes.
Features an 'Open' button in the graph to jump to the source code of connected functions, enabling quick code inspection and editing from the visualization.
Can cause Godot to freeze or crash when generating graphs, especially with the 'Arrange Nodes' toggle enabled, as noted in the troubleshooting section.
Only visualizes signals with the CONNECT_PERSIST flag, ignoring non-persistent connections that might be critical for debugging temporary or dynamic events.
Lacks features to save or export visualizations for documentation or sharing, limiting its use for team collaboration or offline analysis.
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