Quick answer: Use the dependency editor to re-point each broken path to the file's new location, and prevent recurrence by moving files inside the editor and committing .import files with assets.

Godot shows this dialog instead of silently loading a broken scene — every listed entry is a resource path that no longer resolves. Fixing is mechanical; preventing is workflow. Here is both.

How to fix it

1. Fix paths in the dependency dialog

Choose Open Anyway > Fix Dependencies (or right-click the scene > Edit Dependencies) and re-map each missing entry to the moved file.

2. Move assets inside the FileSystem dock

Godot rewrites all referencing scenes when you move files in-editor; moving in the OS file manager is what orphans the paths.

3. Commit the whole asset unit

An artist committing a .tscn without the new textures (or without .import files) breaks every other machine — review changes for dangling references before merge.

4. Scan the project in CI

A headless script that loads every scene catches broken dependencies at commit time, before they block a teammate mid-task.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.