Support Find Usages for Godot C# signals from definition
Godot uses a lot of source generators to automatically create bindings for the engine and user C# code. In particular, signals ("events") are declared by annotating a delegate type with an attribute:
[Signal]
public delegate void CardDrawnEventHandler();This expands in a separate generated file to an event member called CardDrawn with add/remove accessors.
Currently I can only list usages of these event members by:
- Finding some existing usage of them, for example by textual search, or memorizing a place it's used;
- Go To Definition;
- This will take me to the generated code, which I then Find Usages on the member definition.
That's kinda annoying and error-prone, would be cool if there was an inlay or some other way of navigating to these uses directly from the [Signal] definition.

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Hello Leonardo,
I might be misunderstood the problem. Do you need to quickly find the usages of the [Signal] attribute? You can this via the “Find Usages” action invoked with a caret on “Signal”:
Another thing is that you can access the source-generated code from the solution explorer, this way:
If that doesn't help, please tell me. Have a nice day!
Hi Dmitry, thanks for your response.
No, I mean Find Usages for the code-generated member itself. As in, for a given
ThingEventHandlersignal definition, theThingmember: places that un/subscribe to it, and places that call it, like you would with a regulareventmember.---
The exact UX is open, could be an inlay like how the Unity integraton's “asset usages” work, or just command-clicking/regular “Find Usages” on the delegate name searching for both usages of the delegate as well as the event, or anything like that.
I just would like to not have to go through the generated code file to find references.
So, just to be sure we are on the same page, you request an action for Find Usages of
@CardDrawnEventHandler declared in the generated.cs from [Signal] attribute usage, is that correct?In other words, the same as clicking “Find Usages” on @CardDrawn, but without needing to have its usage in current file and without needing to open the generated.cs:
Correct, yes.
Got it, thank you for the clarification. We have this corresponding feature request open on our tracker: RIDER-138363 FindUsages Godot C# signal in tscn
Please watch it for further updates. Have a nice day!