بنقرة واحدة
save-load
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
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القائمة
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
| name | save-load |
| description | Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture |
Choose the right serialization strategy for your data type. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: resource-pattern for custom Resource data containers, inventory-system for inventory serialization patterns, godot-project-setup for SaveManager autoload setup.
| Strategy | Best For | Readable | Editor Support | Notes |
|---|---|---|---|---|
| ConfigFile | Settings, simple key-value data | Yes | No | Built-in INI-style, no extra deps |
| JSON | Game saves, flexible structures | Yes | No | Cross-platform, version-migratable |
| Resource .tres | Editor-integrated data | Yes | Yes | NOT secure — never load untrusted files |
| Resource .res | Fast binary data | No | Yes | NOT secure — never load untrusted files |
Security warning: Loading
.tresor.resfiles executes arbitrary GDScript embedded in the resource. Never load Resource files from untrusted sources (user-uploaded files, downloaded mods). Use ConfigFile or JSON for user-generated save data.
ConfigFile writes INI-style sections — ideal for audio / video / controls settings (small, designer-debuggable). Use set_value(section, key, value) then save(path); load with load(path) and get_value(section, key, default).
See references/configfile.md for the full GDScript + C# settings save/load + typical settings-menu wiring.
JSON.stringify(dict) to serialize, JSON.parse_string(text) to deserialize. Read/write through FileAccess. Best for game saves where you want human-readable files. Build a Dictionary that captures all gameplay state (player position, inventory, world flags), serialize, write to user://save_<slot>.json.
See references/json-saves.md for the full GDScript + C# save/load implementation, including FileAccess wrapping and error handling.
⚠️ Changed in Godot 4.7:
JSON.stringify(data, indent = "", sort_keys = true, full_precision = false)now serializes an emptyDictionarycompactly as{}even when anindentis passed (GH-115883). Save files written with an indent change formatting for empty-dict fields after upgrading — anything that diffs or hashes save output byte-for-byte must tolerate the new form. Parsing is unaffected.
For larger games, attach a SaveableComponent to each persistent node. Each component declares save_callable and load_callable. The save manager iterates components by ID, calls each one's save callable, builds a master Dictionary.
See references/save-architecture.md for the full
SaveableComponent+ save-manager implementation.
user:// resolves to a platform-specific writable directory outside the project folder.
| Platform | Path |
|---|---|
| Windows | %APPDATA%\Godot\app_userdata\<project-name>\ |
| macOS | ~/Library/Application Support/Godot/app_userdata/<project-name>/ |
| Linux | ~/.local/share/godot/app_userdata/<project-name>/ |
Always use
user://for save data, neverres://. Theres://path is read-only in exported builds.
Save files outlive the schema that wrote them. Always include "version": <int> at the top of the saved Dictionary; on load, switch on the version and migrate older saves forward incrementally (v1 → v2 → v3 → current). Never break old saves — always migrate.
See references/version-migration.md for the full migration helper pattern.
version integer fielduser://, never res://DirAccess.make_dir_recursive_absolute() before writing savesx/y/z floats (JSON has no Vector type)push_error() on failure_migrate() handles every version from 0 to current, applied incrementallyget_save_slots() and delete_save() helpers exist for UI slot management