Files
godot-demo-projects/loading/runtime_save_load
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00
..

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. ↩︎