ResourceSaver¶
Inherits: Object
Singleton for saving Godot-specific resource types.
Description¶
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. .tres
or .tscn
) or binary files (e.g. .res
or .scn
).
Methods¶
PoolStringArray | get_recognized_extensions ( Resource type ) |
Error | save ( String path, Resource resource, SaverFlags flags=0 ) |
Enumerations¶
- 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
__editor
prefix). - 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 )
Saves a resource to disk to the given path, using a ResourceFormatSaver that recognizes the resource object.
The flags
bitmask can be specified to customize the save behavior.
Returns @GlobalScope.OK on success.