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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.


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. Once loaded from disk, further attempts to load a resource by resource_path returns the same reference. 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.

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.














_get_rid ( ) virtual


_setup_local_to_scene ( ) virtual


duplicate ( bool subresources=false ) const


emit_changed ( )


get_local_scene ( ) const


get_rid ( ) const


setup_local_to_scene ( )


take_over_path ( String path )


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 ( )

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

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

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.

void _setup_local_to_scene ( ) virtual

Override this method to customize the newly duplicated resource created from PackedScene.instantiate, if the original's resource_local_to_scene is set to true.

Example: Set a random damage value to every local resource from an instantiated scene.

extends Resource

var damage = 0

func _setup_local_to_scene():
    damage = randi_range(10, 40)

Resource duplicate ( bool subresources=false ) const

Duplicates this resource, returning a new resource with its exported or @GlobalScope.PROPERTY_USAGE_STORAGE properties copied from the original.

If subresources is false, a shallow copy is returned; nested resources within subresources are not duplicated and are shared from the original resource. If subresources is true, a deep copy is returned; nested subresources will be duplicated and are not shared.

Subresource properties with the @GlobalScope.PROPERTY_USAGE_ALWAYS_DUPLICATE flag are always duplicated even with subresources set to false, and properties with the @GlobalScope.PROPERTY_USAGE_NEVER_DUPLICATE flag are never duplicated even with subresources set to true.

Note: For custom resources, this method will fail if Object._init has been defined with required parameters.

void emit_changed ( )

Emits the changed signal. This method is called automatically for some built-in resources.

Note: For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom Objects depending on the resource are properly updated.

var damage:
        if damage != new_value:
            damage = new_value

Node get_local_scene ( ) const