ResourceSaver

Inherits: Object

Singleton for saving Godot-specific resource types.

Description

Singleton for saving Godot-specific resource types to the filesystem.

It uses the many ResourceFormatSaver classes registered in the engine (either built-in or from a plugin) to save engine-specific resource data to text-based (e.g. .tres or .tscn) or binary files (e.g. .res or .scn).

Methods

PoolStringArray

get_recognized_extensions ( Resource type )

Error

save ( String path, Resource resource, SaverFlags flags=0 )


Enumerations

enum SaverFlags:

SaverFlags FLAG_RELATIVE_PATHS = 1

Save the resource with a path relative to the scene which uses it.

SaverFlags FLAG_BUNDLE_RESOURCES = 2

Bundles external resources.

SaverFlags FLAG_CHANGE_PATH = 4

Changes the Resource.resource_path of the saved resource to match its new location.

SaverFlags FLAG_OMIT_EDITOR_PROPERTIES = 8

Do not save editor-specific metadata (identified by their __editor prefix).

SaverFlags FLAG_SAVE_BIG_ENDIAN = 16

Save as big endian (see File.endian_swap).

SaverFlags FLAG_COMPRESS = 32

Compress the resource on save using File.COMPRESSION_ZSTD. Only available for binary resource types.

SaverFlags FLAG_REPLACE_SUBRESOURCE_PATHS = 64

Take over the paths of the saved subresources (see Resource.take_over_path).


Method Descriptions

PoolStringArray get_recognized_extensions ( Resource type )

Returns the list of extensions available for saving a resource of a given type.


Error save ( String path, Resource resource, SaverFlags flags=0 )

Saves a resource to disk to the given path, using a ResourceFormatSaver that recognizes the resource object.

The flags bitmask can be specified to customize the save behavior.

Returns @GlobalScope.OK on success.