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Godot Validation Flow

Odin-shaped validation for Godot 4.3+. Catch broken dependencies, bad UIDs, empty NodePaths, export problems, and your own content rules before they ship.

MIT licensed.

Website & docs: https://indieshade.github.io/godot-validation-flow/

What you get

  • Validation dock — bottom panel with Subject / Detail / Severity / Actions (open, reveal, copy, ignore)
  • Scene badge — live icon + issue count on Canvas Item and Spatial menus; click to open Validation with Scene filter
  • Severity toggles — Error / Warning / Info with clear on/off backgrounds and live counts
  • 13 built-in rules — dependencies, UIDs, export integrity & coverage, autoloads, empty NodePaths, orphans, configuration warnings, and more
  • Content inject — GDScript VFValidate fluent API and C# attributes (VfRequired, VfScenePath, VfRange, …)
  • Export gate — block export while blocking issues remain
  • Headless CLI — CI-friendly JSON + HTML reports

Daily workflow

  1. Press Ctrl+Alt+D (or Validate in the dock)
  2. Watch the Scene badge for the open scene’s health
  3. Click the badge or browse the full project in the dock
  4. Fix, ignore, or filter by profile / group / rule / severity

Built-in rules

Rule ID What it catches
missing_dependencies Broken ExtResource / missing files
broken_uid Stale or broken UID cache entries
duplicate_uid UID collisions
uid_mismatch .uid file vs editor cache mismatch
export_integrity Main scene / export preset integrity
export_coverage Scenes missing from restrictive export filters
orphan_assets Unreferenced assets
duplicate_basename Same filename in multiple paths
autoload_paths Missing autoload scripts
empty_node_paths Empty exported NodePaths
configuration_warnings Aggregated get_configuration_warnings()
filename_substring Configurable filename substring
script_hooks _vf_validate / C# attributes / hooks

Toggle rules in validators/ProjectValidationRules.tres. Profiles (validators/profiles/*.tres) control scan scope.

Content inject (example)

func _vf_validate() -> PackedStringArray:
    return VFValidate.begin() \
        .node_path(self, target, "target", "", "Node2D") \
        .finish()

Changelog for version 0.13.1

No changelog provided for this version.

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