用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/jame581/GodotPrompter --skill save-load命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
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基于 SOC 职业分类
| 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, popochiu for adventure-framework saves.
| 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