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Resource

Inherits: RefCounted < Object

Inherited By: Animation, AnimationLibrary, AnimationNode, AnimationNodeStateMachinePlayback, AnimationNodeStateMachineTransition, AudioBusLayout, AudioEffect, AudioStream, BitMap, BoneMap, ButtonGroup, CameraAttributes, CryptoKey, Curve, Curve2D, Curve3D, EditorNode3DGizmoPlugin, EditorSettings, Environment, Font, GDExtension, GLTFAccessor, GLTFAnimation, GLTFBufferView, GLTFCamera, GLTFDocument, GLTFDocumentExtension, GLTFLight, GLTFMesh, GLTFNode, GLTFPhysicsBody, GLTFPhysicsShape, GLTFSkeleton, GLTFSkin, GLTFSpecGloss, GLTFState, GLTFTexture, GLTFTextureSampler, Gradient, Image, ImporterMesh, InputEvent, JSON, LabelSettings, LightmapGIData, Material, Mesh, MeshLibrary, MissingResource, MultiMesh, NavigationMesh, NavigationMeshSourceGeometryData2D, NavigationMeshSourceGeometryData3D, NavigationPolygon, Noise, Occluder3D, OccluderPolygon2D, OggPacketSequence, OpenXRAction, OpenXRActionMap, OpenXRActionSet, OpenXRInteractionProfile, OpenXRIPBinding, PackedDataContainer, PackedScene, PhysicsMaterial, PolygonPathFinder, RDShaderFile, RDShaderSPIRV, RichTextEffect, SceneReplicationConfig, Script, Shader, ShaderInclude, Shape2D, Shape3D, Shortcut, SkeletonModification2D, SkeletonModificationStack2D, SkeletonProfile, Skin, Sky, SpriteFrames, StyleBox, SyntaxHighlighter, Texture, Theme, TileMapPattern, TileSet, TileSetSource, Translation, VideoStream, VideoStreamPlayback, VisualShaderNode, VoxelGIData, World2D, World3D, X509Certificate

Base class for serializable objects.

Description

Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from RefCounted, resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. PackedScene, one of the most common Objects in a Godot project, is also a resource, uniquely capable of storing and instantiating the Nodes it contains as many times as desired.

In GDScript, resources can loaded from disk by their resource_path using @GDScript.load or @GDScript.preload.

The engine keeps a global cache of all loaded resources, referenced by paths (see ResourceLoader.has_cached). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference.

Note: In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.

Tutorials

Properties

bool

resource_local_to_scene

false

String

resource_name

""

String

resource_path

""

Methods

RID

_get_rid ( ) virtual

void

_setup_local_to_scene ( ) virtual

Resource

duplicate ( bool subresources=false ) const

void

emit_changed ( )

Node

get_local_scene ( ) const

RID

get_rid ( ) const

void

setup_local_to_scene ( )

void

take_over_path ( String path )


Signals

changed ( )

Emitted when the resource changes, usually when one of its properties is modified. See also emit_changed.

Note: This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal.


setup_local_to_scene_requested ( )

Deprecated: This signal is only emitted when the resource is created. Override _setup_local_to_scene instead.

Emitted by a newly duplicated resource with resource_local_to_scene set to true.


Property Descriptions

bool resource_local_to_scene = false

  • void set_local_to_scene ( bool value )

  • bool is_local_to_scene ( )

If true, the resource is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (see PackedScene.instantiate).

Note: Changing this property at run-time has no effect on already created duplicate resources.


String resource_name = ""

An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor.

Note: Some resource formats do not support resource names. You can still set the name in the editor or via code, but it will be lost when the resource is reloaded. For example, only built-in scripts can have a resource name, while scripts stored in separate files cannot.


String resource_path = ""

The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be the PackedScene's filepath, followed by a unique identifier.

Note: Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use take_over_path.


Method Descriptions

RID _get_rid ( ) virtual

Override this method to return a custom RID when get_rid is called.