ResourceSaver

    Category: Core

    Singleton for saving Godot-specific resource types.

    • 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 — Change the of the saved resource to match its new location.
    • FLAG_OMIT_EDITOR_PROPERTIES = 8 — Do not save editor-specific metadata (identified by their prefix).
    • 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 ).

    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 ) or binary files (e.g. .res or ).

    • get_recognized_extensions ( Resource type )

    Saves a resource to disk to the given path, using a that recognizes the resource object.

    The flags bitmask can be specified to customize the save behavior.