Architecture-focused navigation and lightweight C# workflow tools for Godot.
Evolving toward a lightweight C# IDE inside Godot.
Warning
Current releases are deprecated
All releases prior to v1.5.0 are now considered deprecated and are no longer recommended for use.
During the development of v1.5.0, several issues were identified involving file-operation safety, editor-state handling, and assembly-reload stability. Because these issues may cause unexpected behavior or instability in the Godot editor, the existing releases have been reclassified as pre-releases.
v1.5.0 is not yet available, but is currently nearing release. It will be the earliest version considered stable and recommended for general use.
System Explorer is a Godot C# editor plugin that lets you organize and navigate your project from an architectural perspective instead of relying solely on the FileSystem dock.
Create custom systems and folders, organize scripts and scene links, and navigate large codebases without changing your physical project structure.
System Explorer also includes optional lightweight IDE-style tools for common C# workflows, such as script formatting and namespace refactoring, directly inside the Godot editor.
Large C# projects often end up with deep folder structures:
Game
└── Gameplay
└── Entities
└── Player
└── Modules
System Explorer lets you navigate your project from a higher-level architectural perspective instead:
Core
GameFlow
Sound
Player
UI
Organize your code around your game's architecture, not simply where files happen to live on disk.
- Create systems and folders
- Create new scripts or add existing ones
- Add multiple scripts or scenes in a single operation
- Rename and remove items
- Organize systems, folders, scripts, and scenes using drag & drop
- Lock systems, folders, scripts, and scene links to prevent accidental drag & drop
- Virtual organization that does not modify your physical project structure
- Architecture-focused project navigation
- Filter scripts and scenes across every system
- Open scripts and directly linked scenes with a single click
- Follow scripts opened through Godot's Script Editor, FileSystem dock, or scenes
- Open the physical folder path represented by a System Explorer folder
- Preserve tree expansion state between editor sessions and common operations
Connect your architecture directly to the scenes that use your scripts.
- Link scripts to their corresponding scenes
- Add scenes directly to systems and folders
- Single-click opens a script or direct scene link
- Double-click a script to open both the script and its linked scene
- Unlink scene associations
- Automatic recovery if linked scenes are moved or deleted
Scene links are stored in systems.json and persist between editor sessions.
Optional Quick Actions add lightweight C# workflow tools directly inside Godot.
Quick Actions are disabled by default and can be enabled through the plugin's Project Settings.
System Explorer integrates with the open-source CSharpier formatter.
- Install CSharpier directly from the Godot editor
- Format individual C# scripts
- Format every script inside a system or folder
- Press Ctrl + B to format the currently active script
- Preserve editor focus, caret position, scroll position, and the active script during formatting
Rename or add namespaces without leaving Godot.
- Change or add the namespace of an individual C# script
- Run namespace refactoring across an entire system or folder
- Update related
usingdirectives and namespace references - Preserve the active editor context during batch operations
Automated refactoring can affect multiple project files. Reviewing changes before committing them is recommended.
Several quality-of-life features help speed up common workflows:
- Press Enter to confirm dialogs and create new systems
- Click the + button inside the System Name field to create a system
- Context-menu actions organized into New, Add, and optional Quick Actions submenus
- Project Settings support for plugin options
- Script tooltips
- Double-click systems and folders to expand or collapse them
- Ctrl + Click expands or collapses systems and folders with a single click
- Ctrl + Shift collapses the entire tree when a system or folder is selected
- Middle Mouse Button while hovering an item locks or unlocks it
- Ctrl + L locks or unlocks the selected item
- Ctrl + Delete opens the delete dialog
- Ctrl + B formats the active script when CSharpier is installed
- Expansion state and selection are preserved during common operations
- Copy the addon into:
addons/system_explorer/
-
Open the project in Godot.
-
Make sure the project contains a C# solution/project file.
If the project has not been initialized for C#, create one via:
Project
→ Tools
→ C#
→ Create C# Solution
-
Build the C# project.
-
Enable the plugin:
Project
→ Project Settings
→ Plugins
- Enable System Explorer.
Note: System Explorer is designed for C# projects. A valid Godot C# solution/project file must exist before the plugin can be compiled and used.
New scripts are generated using:
addons/system_explorer/Resources/script_template.txt
You can customize this template to match your coding style, namespaces, project structure, or preferred class layout.
The placeholder:
{{CLASS_NAME}}
is automatically replaced with the script file name.
Example:
using Godot;
namespace MyNamespace
{
public sealed class {{CLASS_NAME}}
{
}
}If no template file is found, System Explorer falls back to a built-in default template.
System Explorer stores its configuration in:
addons/system_explorer/Resources/systems.json
This file stores all System Explorer data, including systems, folders, scripts, scene links, lock states, and plugin state.
It can safely be committed to source control.
In System Explorer v1.4 and earlier, deleting scripts from the filesystem through the plugin may occasionally cause Godot to display warnings related to scripts that no longer exist.
These warnings originate from Godot's internal editor cache and do not affect plugin functionality.
They typically disappear after rebuilding or reopening the project.
Fixed for v1.5: This issue has been resolved in the current
mainbranch. Version 1.5 has not yet been released.
- System notes and TODO descriptions
- Customizable keyboard shortcuts
- Multiple architecture views
- Custom icons
- Additional C# workflow and refactoring tools
- Lightweight autocomplete suggestions in the Script Editor
- Faster navigation between scripts and the scenes that use them
Feedback, suggestions, bug reports, and feature requests are always welcome.
Future development will primarily be driven by real-world usage and community feedback.