ResourceSaver
Inherits: Object Singleton for saving Godot-specific resource types.
Description
Singleton for saving Godot-specific resource types to the filesystem.
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
Enumerations
SaverFlags:
- 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
__editorprefix). - FLAG_SAVE_BIG_ENDIAN = 16 —- Save as big endian (see File.endian_swap).
- 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).
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 )
ResourceFormatSaver that recognizes the resource object.
flagsbitmask can be specified to customize the save behavior. @GlobalScope.OK on success.
