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Improve Run-time File Saving and Loading demo (#1196)
- Add runtime MP3 and WAV loading with example files. - Add runtime FBX loading (but no example files, due to known issues with the current FBX runtime loading implementation). - Use supersampling for the 3D preview to further improve quality. - Shorten file path to example glTF scene. - Mention audio duration in the UI when loading an audio file.
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@@ -17,7 +17,8 @@ Can be loaded and saved at run-time:
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Can be loaded at run-time:
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- Images (TGA, BMP, SVG[^2])
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- Audio (Ogg Vorbis)
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- 3D scenes (FBX[^3])
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- Audio (Ogg Vorbis, MP3, WAV)
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- Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)
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[^1]: Manipulating custom binary formats is possible using the FileAccess and
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@@ -27,6 +28,9 @@ PackedByteArray classes, but this is not shown in this demo.
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with `.svg` extension using the FileAccess class, but this is not shown in
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this demo.
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[^3]: There are known issues with runtime FBX loading, as mentioned in issue
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[#96043](https://github.com/godotengine/godot/issues/96043).
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See the [Saving and Loading (Serialization)](/loading/serialization/) demo for
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an example of saving/loading game progress.
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@@ -42,7 +46,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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## Licenses
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- Files in `examples/3d_scenes/plastic_monobloc_chair_01_1k/` are copyright
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- Files in `examples/3d_scenes/gltf/` are copyright
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[Poly Haven](https://polyhaven.com/a/plastic_monobloc_chair_01)
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and are licensed under [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/).
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- Files in `examples/audio/` are copyright [Red Eclipse](https://redeclipse.net)
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