Files
godot-demo-projects/loading/runtime_save_load
Hugo Locurcio 31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- Move all demo projects that don't require Forward+/Mobile-only features
  to the Compatibility rendering method. This improves performance significantly
  on low-end devices and ensures visuals are identical to a web export
  of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
  resources in the main scene instead (which follows the preview environment
  workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
  removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
2024-03-26 18:01:58 +01:00
..

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 )
  • Audio (Ogg Vorbis)
  • 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

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. ↩︎