ResourceSaver in Godot – Complete Guide

Working with game development, there are countless resources you’ll need to manage, from textures and sounds to scripts and scenes. Saving and organizing these assets efficiently can hugely impact your productivity and your game’s performance. In Godot 4, an engine famed for its user-friendly approach and mighty capabilities, the ResourceSaver class is a vital tool in a developer’s arsenal.

What is ResourceSaver?

The ResourceSaver is a singleton class provided by the Godot engine, which means it’s a globally accessible instance that can save resources like scenes, scripts, and textures to the filesystem. This class acts as a bridge between your game’s in-memory assets and the storage on your disk, streamlining the save process through various methods and flags you can use.

What is it for?

The primary purpose of ResourceSaver is to save different types of resources to the filesystem. The beauty of this class lies in its flexibility—it can save files in text-based formats, such as .tres or .tscn, as well as binary formats like .res or .scn. This functionality allows developers to choose the most appropriate format for their assets, balancing ease of editing with performance.

Why should I learn it?

Understanding and utilizing the ResourceSaver class in Godot can elevate your development process to new levels. Learning how to save resources programmatically offers numerous advantages:

– **Automated Workflows**: Being able to save resources through code can help automate tasks, making your workflow faster and more consistent.
– **Customization**: You can customize the saving process according to your project’s needs using different saver flags.
– **Error Handling**: By understanding how resource saving works, you can effectively handle errors and ensure your game’s data integrity.

So whether you’re at the beginning of your coding journey or an experienced coder looking to polish your Godot skills, mastering the ResourceSaver class will surely make a significant impact on your game development endeavors. Let’s dive deeper into how to wield this powerful tool through practical coding examples.

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Saving Resources as .tres Files

Saving resources as .tres files is a typical way to store data in a text-based format, which can be beneficial for version control and human readability. Let’s start by saving a simple script resource:

var my_script = preload("res://")
var save_path = "res://my_script_saved.tres", my_script)

Next, we’ll save a more complex object, like a material or shader, ensuring that we’re capturing all its properties:

var my_material = preload("res://materials/my_material.tres")
var save_path = "res://materials/my_material_saved.tres", my_material)

In the above examples, `` is used to save our resources. This method returns an error code that can provide information about the success or failure of the saving process—which is crucial for debugging:

var save_error =, my_material)
if save_error != OK:
    print("Failed to save the resource.")

Using Flags with ResourceSaver

When saving resources, you might want to modify the default behavior using the saver flags. Here we have an example of saving a scene with scripting, but without its external dependencies:

var my_scene = preload("res://scenes/my_scene.tscn")
var save_path = "res://scenes/my_scene_saved_no_deps.tscn"
var flags = ResourceSaver.FLAG_RELATIVE_PATHS | ResourceSaver.FLAG_OMIT_EDITOR_PROPERTIES, my_scene, flags)

You can also opt for the opposite approach, saving everything recursively, including dependencies:

var flags = ResourceSaver.FLAG_SAVE_BIG_OR_SMALL | ResourceSaver.FLAG_RECURSIVE, my_scene, flags)

Handling Binary Resource Formats

Sometimes, binary formats are preferred, especially for the final release, to protect intellectual property or reduce file size. Here is how you can save a binary scene:

var my_binary_scene = preload("res://scenes/my_scene.scn")
var save_path = "res://scenes/my_scene_saved.scn", my_binary_scene)

We can perform a similar operation for binary scripts (`.res` format):

var my_script = preload("res://")
var save_path = "res://my_script_saved.res", my_script)

And remember, the same error handling strategy applies here—always check for errors after attempting to save!

With these examples under your belt, you’re well on your way to managing Godot resources programmatically and efficiently. Practice varying your use of flags and formats to see how they affect your resources and your overall project!Saving resources is not limited to scripts and scenes. You can also save altered images, custom shaders, and practically any resource that Godot recognizes. Here’s how you would save an ImageTexture after modifying it.

var image =

var texture =

var save_path = "res://textures/new_texture.stex", texture)

Keep in mind that `ImageTexture` resources use the `.stex` extension when saved in binary format.

Editing and saving mesh instances is a common task, especially when you generate or alter geometry at runtime. Here’s an example of saving a modified MeshInstance as a `.mesh` resource file:

var mesh_instance =
# Assume we have made modifications to the mesh_instance here
var save_path = "res://meshes/custom_mesh.mesh", mesh_instance.mesh)

Resources can also be saved in user-defined locations, enabling the creation of mods or downloadable content. Here’s how to save a user’s customized character:

var character = preload("res://characters/base_character.tscn").instance()
character.set("name", "Player's Custom Character")

var user_save_path = OS.get_user_data_dir().plus_file("custom_character.tscn"), character)

This would save the custom character to a location defined by the operating system for user-specific data.

Dynamic content generation like user-created levels can be stored using ResourceSaver too. Here’s a simple illustration of saving a generated PackedScene:

func save_generated_level(level_packed_scene: PackedScene, file_name: String):
    var save_path = "res://user_levels/" + file_name + ".tscn"
    var save_error =, level_packed_scene)
    if save_error != OK:
        print("Failed to save the generated level.")

Lastly, understanding singletons like ResourceSaver is instrumental when working with plugins and editor scripts. Here’s an example where an editor plugin might save a script template:

# Imagine this as part of an editor plugin
func save_template_script(template_code: String, save_path: String):
    var script_file =, File.WRITE)

    var script_res =
    script_res.source_code = template_code
    script_res.resource_path = save_path, script_res)

Through these examples, it’s evident that Godot’s ResourceSaver class is incredibly flexible and powerful. It allows saving a wide array of resources programmatically, maximizes workflow efficiency, facilitates dynamic content generation, and is essential for custom tools and editor extensions. Get comfortable with it, and you’ll be leveraging Godot’s full potential in no time.Certainly, let’s explore more advanced use cases and the capabilities of the ResourceSaver class in Godot. By continuing with practical examples, you’ll see how it can be applied to various gaming scenarios and extend the functionality within your game development endeavors.

When building a customizable game, you might allow players to create their own items. Here’s how to save a custom item as a resource:

var custom_item = preload("res://items/base_item.tres").duplicate()
custom_item.set("name", "Player's Sword")
custom_item.set("damage", 20)

var item_save_path = "res://items/player_sword.tres", custom_item)

Working with game settings that persist between sessions is common. Rather than using user:// for everything, you can save a settings resource for easy retrieval and modification:

var game_settings = preload("res://settings/game_settings.tres").duplicate()
game_settings.set("music_volume", 0.5)
game_settings.set("difficulty", "Hard")

var settings_save_path = "res://settings/user_settings.tres", game_settings)

Suppose you’re building a level editor where users can design their layouts. Here’s how to save the layout data to a file:

func save_level_layout(layout_data: Dictionary, level_name: String):
    var file =
    var layout_save_path = "user://levels/" + level_name + ".json", File.WRITE)

You may also encounter a situation where you need to save a dynamically generated script resource. Here’s an example with a custom AI behavior script:

var ai_behavior_script =
ai_behavior_script.source_code = """
extends Node

func _ready():
    # Custom behavior code goes here

var ai_save_path = "res://ai/", ai_behavior_script)

In networked games, you might generate replay files from game sessions that players can download and watch. ResourceSaver can store these replays as binary data for efficiency:

func save_replay_data(replay_data: PoolByteArray, session_id: String):
    var file =
    var replay_save_path = "user://replays/" + session_id + ".rep", File.WRITE)

Additionally, when managing downloadable content (DLC), here’s how you can save a collection of assets for users to download and integrate into their game:

var dlc_assets = preload("res://dlc/dlc_package.tres").duplicate()
# Here you might have a collection of different assets bundled together in DLC package

var dlc_save_path = "user://dlc/" + dlc_name + ".tres", dlc_assets)

Lastly, when it comes to serialized player data, such as progress or inventory, you can use ResourceSaver together with custom objects:

var player_progress =
player_progress.level = 5
player_progress.experience = 1300

var progress_save_path = "user://player_progress.dat", player_progress)

In these examples, you can see the versatility of the ResourceSaver class in Godot. Whether you’re handling simple data, complex objects, or entire collections, this class provides you with an array of tools and options for saving and managing your game’s resources. These techniques are just the beginning; by mastering ResourceSaver, you’re well-equipped to tackle advanced game development challenges.

Where to Go Next with Godot Game Development

Embarking on a journey into game development is thrilling, and mastering tools like the ResourceSaver in Godot is just the beginning. To continue honing your skills and expanding your knowledge in Godot, we warmly invite you to explore our Godot Game Development Mini-Degree. This comprehensive program is tailor-made to guide you through the nuances of developing cross-platform games and ensures you gain practical experience with a variety of game types and mechanics.

Whether you are starting fresh or looking to build on your existing skillset, our game development courses at Zenva Academy are curated to support your growth at every stage. Our project-based curriculum is meticulously crafted to take you from beginner to professional, allowing you to construct a robust portfolio of impressive games. Plus, with Godot’s open-source nature, you are joining a community of developers who are passionate about creating and sharing their work.

So take the next step in your game development career with confidence. Dive into our courses, embrace the challenges, and have fun along the way. With Zenva, your learning journey continues with quality education that shapes you into a skilled game developer. Let’s create something extraordinary together!


In the realm of game development, the journey is just as exhilarating as the destination. Understanding the intricacies of Godot’s ResourceSaver sets you up for success, enabling you to save, manage, and distribute your game’s assets with finesse. But remember, this is merely a single facet of the multifarious gem that is game creation. There is so much more to learn, to experiment with, and to master.

We at Zenva Academy are dedicated to fostering your growth as a developer. Our Godot Game Development Mini-Degree awaits to unlock new horizons for you. So why wait? Level up your skills, craft your own remarkable gaming experiences, and step confidently into the future of game development with us as your guide. Let’s turn your dreams into realities, one line of code at a time.

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