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This is useful to load user-generated content without requiring users to create a PCK file for it.
48 lines
1.5 KiB
Markdown
48 lines
1.5 KiB
Markdown
# Run-time File Saving and Loading
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This project showcases how to load and save various file types without going
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through Godot's resource importing system.
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This is useful to load/save images, sounds, 3D scenes and ZIP archives at
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run-time such as user-generated content, without requiring users to generate a
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PCK file through Godot.
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Can be loaded and saved at run-time:
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- Images (JPEG, PNG, WebP)
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- 3D scenes (glTF 2.0)
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- ZIP archives
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- Plain text files[^1]
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Can be loaded at run-time:
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- Images (TGA, BMP, SVG[^2])
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- Audio (Ogg Vorbis)
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- Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)
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[^1]: Manipulating custom binary formats is possible using the FileAccess and
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PackedByteArray classes, but this is not shown in this demo.
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[^2]: It is possible to procedurally generate SVG as text and save it to a file
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with `.svg` extension using the FileAccess class, but this is not shown in
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this demo.
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See the [Saving and Loading (Serialization)](/loading/serialization/) demo for
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an example of saving/loading game progress.
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Language: GDScript
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Renderer: Compatibility
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## Screenshots
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## Licenses
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- Files in `examples/3d_scenes/plastic_monobloc_chair_01_1k/` are copyright
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[Poly Haven](https://polyhaven.com/a/plastic_monobloc_chair_01)
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and are licensed under [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/).
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- Files in `examples/audio/` are copyright [Red Eclipse](https://redeclipse.net)
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and are licensed under [CC BY-SA 4.0 International](https://www.creativecommons.org/licenses/by-sa/4.0/).
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