* 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
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
Licenses
- Files in
examples/3d_scenes/gltf/are copyright Poly Haven and are licensed under CC0 1.0 Universal. - Files in
examples/audio/are copyright Red Eclipse and are licensed under CC BY-SA 4.0 International.
-
Manipulating custom binary formats is possible using the FileAccess and PackedByteArray classes, but this is not shown in this demo. ↩︎
-
It is possible to procedurally generate SVG as text and save it to a file with
.svgextension using the FileAccess class, but this is not shown in this demo. ↩︎ -
There are known issues with runtime FBX loading, as mentioned in issue #96043. ↩︎
