# Run-time File Saving and Loading This project showcases how to load and save various file types without going through Godot's resource importing system. This is useful to load/save images, sounds, 3D scenes, and ZIP archives at run-time such as user-generated content, without requiring users to generate a PCK file through Godot. Can be loaded and saved at run-time: - Images (JPEG, PNG, WebP) - 3D scenes (glTF 2.0) - ZIP archives - Plain text files[^1] Can be loaded at run-time: - Images (TGA, BMP, SVG[^2]) - 3D scenes (FBX[^3]) - Audio (Ogg Vorbis, MP3, WAV) - Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont) [^1]: Manipulating custom binary formats is possible using the FileAccess and PackedByteArray classes, but this is not shown in this demo. [^2]: It is possible to procedurally generate SVG as text and save it to a file with `.svg` extension using the FileAccess class, but this is not shown in this demo. [^3]: There are known issues with runtime FBX loading, as mentioned in issue [#96043](https://github.com/godotengine/godot/issues/96043). See the [Saving and Loading (Serialization)](../serialization/) demo for an example of saving/loading game progress. Language: GDScript Renderer: Compatibility Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2779 ## Screenshots ![Screenshot](screenshots/runtime_save_load.webp) ## Licenses - Files in `examples/3d_scenes/gltf/` are copyright [Poly Haven](https://polyhaven.com/a/plastic_monobloc_chair_01) and are licensed under [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/). - Files in `examples/audio/` are copyright [Red Eclipse](https://www.redeclipse.net/) and are licensed under [CC BY-SA 4.0 International](https://www.creativecommons.org/licenses/by-sa/4.0/).