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A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00
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2025-10-11 01:39:59 -07:00

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 files1

Can be loaded at run-time:

  • Images (TGA, BMP, SVG2 )
  • 3D scenes (FBX3 )
  • Audio (Ogg Vorbis, MP3, WAV)
  • Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)

See the Saving and Loading (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

Licenses


  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. ↩︎