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.