ResourceSaver

    Singleton for saving Godot-specific resource types.

    Singleton for saving Godot-specific resource types to the filesystem.

    It uses the many classes registered in the engine (either built-in or from a plugin) to save engine-specific resource data to text-based (e.g. or .tscn) or binary files (e.g. or .scn).

    enum SaverFlags:

    • FLAG_RELATIVE_PATHS = 1 —- Save the resource with a path relative to the scene which uses it.

    • FLAG_BUNDLE_RESOURCES = 2 —- Bundles external resources.

    • FLAG_CHANGE_PATH = 4 —- Changes the Resource.resource_path of the saved resource to match its new location.

    • FLAG_SAVE_BIG_ENDIAN = 16 —- Save as big endian (see ).

    • FLAG_COMPRESS = 32 —- Compress the resource on save using File.COMPRESSION_ZSTD. Only available for binary resource types.

    • FLAG_REPLACE_SUBRESOURCE_PATHS = 64 —- Take over the paths of the saved subresources (see ).

    Returns the list of extensions available for saving a resource of a given type.


    Saves a resource to disk to the given path, using a that recognizes the resource object.

    Returns @GlobalScope.OK on success.