Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Saves a specific resource type to a file.
The engine can save resources when you do it from the editor, or when you use the ResourceSaver singleton. This is accomplished thanks to multiple ResourceFormatSavers, each handling its own format and called automatically by the engine.
By default, Godot saves resources as
.res (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with
class_name for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a ResourceFormatLoader.
Returns the list of extensions available for saving the resource object, provided it is recognized (see _recognize).
Returns whether the given resource object can be saved by this saver.
true if this saver handles a given save path and
If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by _get_recognized_extensions.
Saves the given resource object to a file at the target
flags is a bitmask composed with SaverFlags constants.