Add UI option to save Godot Editor output/logs to a file #13479
Closed
chorlick
started this conversation in
General Discussions
Replies: 3 comments 4 replies
-
|
Please do not copy-paste AI generated output into the form. It is disrespectful to project maintainers and other people who need to read and implement features. Also, I believe a custom Logger tool script could accomplish this, but I haven't tried it yet |
Beta Was this translation helpful? Give feedback.
3 replies
-
|
You can connect to the language server, it will tell you about the errors. |
Beta Was this translation helpful? Give feedback.
1 reply
-
|
@theraot pointed out that there already is a solution by connecting to the language server. Thanks again. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
Add UI Option to Save Godot Editor Output/Logs to a File
Summary
Add an optional setting in the Godot Editor to automatically write the editor’s output (parse errors, import errors, and other console messages) to a log file.
This would complement the existing Project → Settings → Debug → File Logging feature, which currently only logs runtime output.
Describe the project you are working on
I am developing tools and workflows that integrate AI-assisted code generation (such as GitHub Copilot, OpenAI Codex, and Anthropic Claude) into the Godot development workflow.
AI systems can automatically create or modify
.gdscripts,.tscnscenes, and.tresresource files. However, small syntax or whitespace errors frequently appear — for example, indentation issues or misnamed variables. These are displayed in the editor’s Output dock, but they are not written to disk anywhere.This makes it difficult for AI systems (or any automated tool) to detect and correct such errors automatically, slowing iteration and onboarding for new developers.
Describe the problem or limitation you are having in your project
Currently:
This limits automation tools, continuous integration systems, and AI-assisted development environments that rely on reading structured logs.
Example:
When an AI tool generates a script with incorrect whitespace, the editor prints:
But no file contains that output. The AI agent cannot see it — only a human can copy it manually from the Output dock.
Describe the feature / enhancement and how it helps to overcome the problem
Add a new editor-level logging feature accessible from the Editor Settings panel:
Behavior
Benefits
Describe how your proposal will work, with code, pseudo-code, mockups, or diagrams
Implementation Outline
EditorLog(or equivalent editor logging class) to write to a secondary file output when the new setting is enabled.EditorSettings:interface/editor_logs/enable(bool)interface/editor_logs/log_path(string)interface/editor_logs/max_log_files(int)interface/editor_logs/max_log_size(int)EditorLog::add_message().If this enhancement will not be used often, can it be worked around with a few lines of script?
It can be worked around by launching the editor from a terminal and redirecting stdout/stderr:
However:
Therefore, a proper UI-integrated setting is more robust and user-friendly.
Is there a reason why this should be core and not an add-on in the asset library?
Yes.
Editor output originates from deep within the editor process itself — including GDScript parser errors, resource import messages, and initialization logs.
Add-ons are loaded after editor startup and do not have access to these systems early enough to capture all relevant messages.
To ensure consistent behavior and reliability, this must be implemented in core.
Use cases and benefits for the wider community
This small change would make Godot more professional, accessible, and automation-friendly, without increasing complexity.
Proposed Settings Summary
interface/editor_logs/enableinterface/editor_logs/log_pathuser://editor_logs/editor.loginterface/editor_logs/max_log_filesinterface/editor_logs/max_log_sizeExample Output
Implementation Difficulty
Low to moderate.
The editor already maintains a message bus for console output and has an existing runtime file logging system.
The feature would mainly reuse this existing infrastructure, requiring minimal additional logic.
Interested Contributors
I have a deep C/C++ background and I am available to collaborate on or assist in implementing this feature once consensus is reached.
Summary
This proposal introduces a simple but powerful enhancement:
It aligns with Godot’s goals of accessibility, education, and empowering developer tooling — while also enabling new AI-assisted workflows that can dramatically speed up debugging and iteration for all users.
Beta Was this translation helpful? Give feedback.
All reactions