Marshalls in Godot – Complete Guide

Welcome to this comprehensive tutorial on the Marshalls class in Godot 4, where we’re about to dive into the world of data transformation and encoding in your Godot projects. If you’re new to Godot or just looking to refine your skills in handling data within your games, you’ve come to the right place. By exploring the functionalities of Marshalls, you’ll be able to store, transmit, and process your game’s data more effectively. So, come along for the journey—whether data management sounds daunting or intriguing, we’ll break it down together to make it both understandable and practical for your game development adventures.

What is the Marshalls Class?

The Marshalls class, part of the powerful Godot engine, is essentially a toolkit that developers can use for data encoding and transformation—that is, converting data into a format that can be easily saved or transferred and then converting it back when needed. It is an intrinsic part of efficiently managing game states, user preferences, or any other data-intensive tasks.

What is it for?

Having utilities like the Marshalls class at your disposal is crucial for various aspects of game development. Whether it’s encoding save game data to protect it from tampering, converting user input into a savable format, or sending information securely over a network, the process of marshaling ensures that the integrity and confidentiality of your data are maintained.

Why Should I Learn It?

Learning how to use the Marshalls class equips you with the ability to handle complex data manipulation tasks with ease. This skill is essential for:
– Ensuring your game’s data is secure and robust against corruption.
– Creating save/load systems that are efficient and user-friendly.
– Building networking features that can handle data exchange securely and effectively.

Understanding and implementing data encoding and transformation correctly can save you from potential headaches down the line, such as data breaches or game-breaking bugs. Furthermore, it can open doors for more advanced game development techniques and strategies. Let’s get started on unlocking the power of the Marshalls class!

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Encoding to Base64

One fundamental use of the Marshalls class is encoding data into Base64. This encoding helps in transforming binary data into a textual string which can be stored or transmitted easily. Here’s how you can encode raw data into Base64:

var raw_data = PoolByteArray([1, 2, 3, 4, 255])
var base64_data = Marshalls.raw_to_base64(raw_data)
print(base64_data)  # Outputs: AQIDBP8=

To encode a string itself into Base64, it should first be converted into a byte array:

var str_data = "Zenva Tutorial"
var byte_array = str_data.to_utf8()
var base64_str = Marshalls.raw_to_base64(byte_array)
print(base64_str)  # Outputs encoded Base64 string

Decoding from Base64

To retrieve the original data from its Base64 encoding, use the `base64_to_raw` function. This is crucial when you’re reading data that was previously saved or received:

var base64_data = "AQIDBP8="
var decoded_data = Marshalls.base64_to_raw(base64_data)
print(decoded_data)  # Outputs: [1, 2, 3, 4, 255]

Make sure to handle error cases where the input string might not be valid Base64:

var invalid_base64 = "NotBase64^^^"
var decoded_data = Marshalls.base64_to_raw(invalid_base64)
if decoded_data.empty():
    print("Invalid Base64 data.")

Encoding Variants

When dealing with Godot’s variants, which can represent any type of data supported by Godot, you might need to encode them to or from a byte array. This is how you can encode a variant:

var my_variant = 12345  # An integer, but could be any other type.
var encoded_variant = Marshalls.variant_to_raw(my_variant)
print(encoded_variant)  # Outputs a PoolByteArray representing the encoded integer.

And to decode it back into a usable Variant:

var encoded_variant = Marshalls.variant_to_raw(my_variant)
var decoded_variant = Marshalls.raw_to_variant(encoded_variant)
print(decoded_variant)  # Outputs: 12345

Remember to check that the conversion succeeded:

var invalid_encoded_variant = PoolByteArray()
var decoded_variant = Marshalls.raw_to_variant(invalid_encoded_variant)
if decoded_variant == null:
    print("Failed to decode Variant.")

Encoding Dictionary and Arrays

Dictionaries and arrays are commonly used data structures that often need to be marshaled. Here’s an example of encoding a dictionary:

var my_dict = {"name": "Zenva", "course": "Godot Engine"}
var encoded_dict = Marshalls.utf8_to_base64(JSON.print(my_dict))
print(encoded_dict)  # Outputs a Base64 encoded JSON string of the dictionary.

To decode it back:

var encoded_dict = Marshalls.utf8_to_base64(JSON.print(my_dict))
var decoded_dict_json = Marshalls.base64_to_utf8(encoded_dict)
var decoded_dict = JSON.parse(decoded_dict_json).result
print(decoded_dict)  # Outputs the original dictionary.

Encoding and decoding arrays are very similar to dictionaries:

var my_array = ["Zenva", "Godot Engine", "Tutorial"]
var encoded_array = Marshalls.utf8_to_base64(JSON.print(my_array))
print(encoded_array)  # Outputs a Base64 encoded JSON string of the array.

And to decode an array:

var encoded_array = Marshalls.utf8_to_base64(JSON.print(my_array))
var decoded_array_json = Marshalls.base64_to_utf8(encoded_array)
var decoded_array = JSON.parse(decoded_array_json).result
print(decoded_array)  # Outputs the original array.

With these examples, you have a strong understanding of how to efficiently handle data encoding and decoding in Godot using the Marshalls class. In the next part, we’ll look into more complex scenarios and use cases where Marshalls class plays a key role in data management within your Godot projects. Stay tuned for more hands-on examples!When working on more advanced game development scenarios, such as saving game states, transmitting data over networks, and handling complex data structures, the Marshalls class can become an invaluable tool. Here are examples showing how Marshalls can be applied in different contexts.

Advanced Data Encoding and Decoding

Beyond basic types, you might encounter the need to encode custom resource types or objects:

var my_custom_resource = preload("res://my_resource.tres")
var encoded_resource = Marshalls.variant_to_base64(my_custom_resource)
print(encoded_resource)  # Outputs Base64 encoded string of the resource.

Decoding is straightforward as well, but be aware that loading custom resource types requires care to ensure they are available:

var encoded_resource = Marshalls.variant_to_base64(my_custom_resource)
var decoded_resource = Marshalls.base64_to_variant(encoded_resource)
assert(my_custom_resource == decoded_resource)  # Validate that resources match

Handling Complex Data Structures

Marshalling nested data structures like dictionaries containing arrays, or vice versa, can be achieved by encoding each element separately if needed:

var nested_data = {"array": [1, 2, 3], "dictionary": {"key": "value"}}
var encoded_dict = PoolByteArray()

for key in nested_data.keys():
    # Encode each structure inside the dictionary
    var encoded = Marshalls.utf8_to_base64(JSON.print(nested_data[key]))
    nested_data[key] = encoded

encoded_dict[nested_data.keys()[0]] = nested_data[nested_data.keys()[0]]
encoded_dict[nested_data.keys()[1]] = nested_data[nested_data.keys()[1]]

print(encoded_dict)  # Encoded representation of the complex structure.

Decoding simply requires the reverse process:

for key in encoded_dict.keys():
    var decoded_json = Marshalls.base64_to_utf8(encoded_dict[key])
    nested_data[key] = JSON.parse(decoded_json).result

print(nested_data)  # Outputs the original complex data structure.

Networking and Data Transmission

In networked games or applications, you may need to send encoded data over the wire. Here’s how you might encode data to send to a server:

var player_data = {"name": "Player1", "score": 1000}
var encoded_data = Marshalls.utf8_to_base64(JSON.print(player_data))
# This encoded_data can now be sent over a network confidently

Upon receiving, the server could decode it with:

var received_data = encoded_data  # This would come from the network normally
var decoded_json = Marshalls.base64_to_utf8(received_data)
var player_data = JSON.parse(decoded_json).result
# Now the server has access to the player's data in a usable form

Using these encoding and decoding methodologies ensures your data can be transmitted in a format that is not only safe and compact but also universal, making it easier to interface with different systems or languages that may be on the other end of your network connection.

Error Handling and Debugging

Proper error checking is essential when dealing with data marshalling to handle cases where data may not encode or decode as expected:

var potentially_invalid_data = "some data"
var encoded_data = Marshalls.variant_to_base64(potentially_invalid_data) if typeof(potentially_invalid_data) in [TYPE_RAW_ARRAY, TYPE_DICTIONARY, TYPE_ARRAY, TYPE_STRING] else null

if encoded_data == null:
    print("Failed to encode data. Invalid type:", typeof(potentially_invalid_data))
    # Safe to use encoded_data

Likewise, when decoding data, always verify the integrity of the returned data:

var decoded_variant = Marshalls.base64_to_variant(received_encoded_data)
if decoded_variant == null:
    print("Failed to decode received data.")
    # Decoded successfully, proceed with confidence

By now, you should have a solid grasp of the versatility offered by the Marshalls class in encoding and decoding a variety of data types within the Godot environment. With these skills, you can confidently create robust save systems, secure data exchange for networked games, or any other feature that relies on the durable and secure handling of data. Continue experimenting with these examples and integrating them into your Godot projects to take full advantage of the power and security that proper data marshalling provides. Happy coding!Data marshalling is also integral when it comes to synchronizing game state across scenes or managing user-generated content. Let’s delve into a few more intricate examples that demonstrate the breadth of the Marshalls class capabilities.

Synchronizing Game State Across Scenes

Imagine you want to pass a complex game state from one scene to another in Godot. You can encode the entire state as a Base64 string and then decode it in the new scene:

var game_state = {"level": 1, "player_health": 100, "inventory": ["sword", "shield"]}
var encoded_state = Marshalls.utf8_to_base64(JSON.print(game_state))
# Store this encoded_state to pass between scenes or save to disk

Once your player arrives at the new scene, you can decode this data back into its original dictionary representation:

var new_scene_game_state = Marshalls.base64_to_utf8(encoded_state)
var decoded_game_state = JSON.parse(new_scene_game_state).result
# Now you have the game state ready to be applied to the new scene

Managing User-Generated Content

If your game allows users to create their own levels or content, you can use Marshalls to encode the user’s creations for storage or sharing:

var user_level = {"tiles": [1, 2, 3, 4], "enemies": ["orc", "troll"]}
var encoded_level = Marshalls.utf8_to_base64(JSON.print(user_level))
# Save this encoded string as the user's custom level data

Decoding the user-created level is just as straightforward and ensures that no data corruption occurs in the process:

var stored_level_data = encoded_level
var decoded_level_json = Marshalls.base64_to_utf8(stored_level_data)
var user_level = JSON.parse(decoded_level_json).result
# Now the custom level can be loaded and played

Custom Serialization Functions

Sometimes, you may need to combine multiple different types of data into a single encoded string. Here’s a hypothetical function that packages a character’s data into a single Base64 encoded string.

func pack_character_data(character):
    var name =
    var level = Marshalls.variant_to_raw(character.level)
    var health = Marshalls.variant_to_raw(
    # Combine all byte arrays into a single PoolByteArray
    var combined_data = PoolByteArray()
    # Convert this combined byte array into a Base64 string
    return Marshalls.raw_to_base64(combined_data)

Likewise, a function to unpack this character data would look something like this:

func unpack_character_data(encoded_data):
    var raw_data = Marshalls.base64_to_raw(encoded_data)
    var character =
    # Extract and assign each data part back to the character = raw_data.slice(0, raw_data.find(0)).get_string_from_utf8()
    character.level = Marshalls.raw_to_variant(raw_data.slice(raw_data.find(0)+1, 4)) = Marshalls.raw_to_variant(raw_data.slice(raw_data.find(0)+5, 4))
    return character

Handling Network Packet Serialization

In networking, serializing packet data is vital. Here’s how you could serialize a complex command with parameters to send to a client or server:

func serialize_command(command, parameters):
    var command_dict = {"cmd": command, "params": parameters}
    var json_command = JSON.print(command_dict)
    var base64_command = Marshalls.utf8_to_base64(json_command)
    return base64_command

And, of course, you need to be able to deserialize this data when it’s received:

func deserialize_command(base64_command):
    var json_command = Marshalls.base64_to_utf8(base64_command)
    var command_dict = JSON.parse(json_command).result
    return command_dict

By leveraging these serialization techniques, you can maintain a level of data integrity and flexibility that’s essential for complex game logic. Whether you’re managing game states, user content, or networked communication, the Marshalls class provides you with the tools to do it efficiently and securely. Keep expanding upon these concepts and integrate them into your workflow to further enhance your Godot projects.

Continue Your Game Development Journey

Mastering the Marshalls class is just one step on the fascinating journey of game development with Godot. If you’ve enjoyed this tutorial and are eager to delve deeper into the world of Godot 4, we highly encourage you to explore our Godot Game Development Mini-Degree. This comprehensive collection of courses is designed to take you from beginner to game development pro, covering a wide range of essential topics that will set you up for success.

Whether you’re just starting out or looking to polish your game creation skills, our courses will provide you with a solid foundation in the Godot engine, GDScript, and numerous key game development concepts. And for those of you who seek to expand your Godot toolkit further, check out our broader range of Godot courses. With our self-paced learning platform, you’ll be able to learn at your own pace and earn certificates to showcase your accomplishments.

As game developers, the learning never really stops; there’s always a new technique, a new tool, or a different approach to try out. By continuing your education with Zenva, you are ensuring that your skills remain sharp and up-to-date with industry standards. So gear up, stay curious, and keep on building amazing gaming experiences!


As we wrap up this foray into the world of data transformation and handling with the Marshalls class in Godot, remember that the skills you’ve practiced here are fundamental to creating secure, robust, and reliable games. Whether you’re looking to perfect your save systems, develop complex gameplay features, or simply want to ensure your data handling is top-notch, the techniques we’ve shared are the building blocks to achieving those goals. Gain an edge in your game development endeavors by furthering your expertise with Zenva’s Godot Game Development Mini-Degree, where you’ll find a treasure trove of knowledge just waiting to be explored.

Keep the momentum going by applying what you’ve learned, experimenting with your own projects, and never stopping the pursuit of knowledge. Zenva is here to support your growth every step of the way, providing you with high-quality content, useful resources, and expert guidance. Level up your developer skills and bridge the gap between gaming passion and career fruition – all it takes is your commitment and our in-depth courses to bring your dream games to life!

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