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godot-demo-projects/loading/runtime_save_load/README.md
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# 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/).