Singleton for saving Godot-specific resource types.
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.
.tscn) or binary files (e.g.
FLAG_NONE = 0 --- No resource saving option.
FLAG_RELATIVE_PATHS = 1 --- Save the resource with a path relative to the scene which uses it.
FLAG_BUNDLE_RESOURCES = 2 --- Bundles external resources.
FLAG_CHANGE_PATH = 4 --- Changes the Resource.resource_path of the saved resource to match its new location.
FLAG_OMIT_EDITOR_PROPERTIES = 8 --- Do not save editor-specific metadata (identified by their
FLAG_SAVE_BIG_ENDIAN = 16 --- Save as big endian (see File.big_endian).
FLAG_COMPRESS = 32 --- Compress the resource on save using File.COMPRESSION_ZSTD. Only available for binary resource types.
FLAG_REPLACE_SUBRESOURCE_PATHS = 64 --- Take over the paths of the saved subresources (see Resource.take_over_path).
Returns the list of extensions available for saving a resource of a given type.
Saves a resource to disk to the given path, using a ResourceFormatSaver that recognizes the resource object.
flags bitmask can be specified to customize the save behavior using SaverFlags flags.
Returns @GlobalScope.OK on success.