ZIPPacker in Godot – Complete Guide

Welcome to this engaging tutorial where we unravel the intricacies of creating ZIP archives within Godot 4 using the ZIPPacker class. Zipping files is an essential skill for game developers, as it allows for efficient storage and distribution of game assets. By the end of this article, you’ll know how to utilize the ZIPPacker to streamline your game development workflow, making your projects more organized and shareable.

What is the ZIPPacker?

The ZIPPacker in Godot 4 is a versatile tool designed to manipulate ZIP archives programmatically. It’s an in-built class that provides functionality to create and manage ZIP files, empowering developers to handle multiple file blobs within an archive seamlessly.

What is ZIPPacker Used For?

This robust class allows game developers to package various game assets into a single ZIP file. This is particularly useful for creating asset bundles, distributing updates, or backing up project files. With ZIPPacker, you can create new ZIP files, append to existing ones, or add new files to a ZIP archive.

Why Should I Learn to Use ZIPPacker?

Learning to use the ZIPPacker class equips you with the ability to manage game assets effectively. As you expand your toolkit with ZIPPacker, you become more proficient at optimizing your game’s size and simplifying the distribution process. The skills acquired here can be a valuable addition to your Godot expertise, enhancing both your workflow and your games’ performance.

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Initializing the ZIPPacker

Before you start working with ZIP files in Godot, you need to initialize the ZIPPacker object. Here’s how you can create a new instance and prepare it for packing:

var zip_packer =

This will create a new ZIP archive named “” in the project’s root directory. The ‘begin’ method takes the file path as an argument and prepares ZIPPacker to add files to this archive.

Adding Files to the ZIP Archive

Once the ZIPPacker object is initialized, you can start adding files to the archive. Use the `add_file` method to include individual files:

zip_packer.add_file("path/in/zip/filename.txt", "path/to/local/filename.txt")
zip_packer.add_file("path/in/zip/image.png", "path/to/local/image.png")

This code will add “filename.txt” and “image.png” from their local paths to the ZIP archive under the paths you specify within the archive.

Adding a Directory to the ZIP Archive

You might want to add an entire directory to your ZIP file. Here’s how to do it recursively:

func add_directory_to_zip(zip_packer, dir, base_dir=""):
    var dir_contents = + dir)
    var file_name = dir_contents.get_next()
    while file_name != "":
        if dir_contents.current_is_dir():
            add_directory_to_zip(zip_packer, dir + file_name + "/", base_dir)
            zip_packer.add_file(dir + file_name, base_dir + dir + file_name)
        file_name = dir_contents.get_next()

# Usage example:
add_directory_to_zip(zip_packer, "assets/", "res://")

This recursive function takes a ZIPPacker instance, a directory path, and optionally a base directory path. It will add all files from the specified directory to the ZIP archive, maintaining the directory structure.

Finalizing the ZIP Archive

After adding all the required files, you need to finalize the ZIP archive to ensure it’s properly saved and can be accessed later:


The ‘end’ method closes the archive creation process and writes the ZIP file to the filesystem.

Error Handling with ZIPPacker

It’s crucial to handle errors during the packing process to avoid corruption of your ZIP file. Below is an example of simple error handling when initializing and adding files:

var zip_packer =
if zip_packer.begin("") != OK:
    push_error("Failed to create ZIP archive")

if zip_packer.add_file("path/in/zip/filename.txt", "path/to/local/filename.txt") != OK:
    push_error("Failed to add file to ZIP archive")

This code checks the return value of ‘begin’ and ‘add_file’ methods, and if anything other than ‘OK’ is returned, it logs an error message.

In this section of the tutorial, you’ve learned how to initialize the ZIPPacker in Godot, add files and directories to your ZIP archive, finalize the archive, and include basic error handling. Remember that efficiently managing your ZIP files is a great step towards a more professional and clean project structure in your game development endeavors.Using Godot’s ZIPPacker class not only allows for adding files and directories but also offers methods for customization and advanced file management within the ZIP archive. Let’s go deeper with additional practical examples.

Working with Compression Levels

ZIPPacker also allows you to specify the compression level for the files you’re adding. This is useful when you want to balance the compression ratio against the processing time:

zip_packer.add_file("path/in/zip/filename.txt", "path/to/local/filename.txt", ZIPPacker.COMPRESSION_DEFLATE)

In this line, the `COMPRESSION_DEFLATE` option is the standard zip compression method. Depending on the type of files you’re compressing, you may want to experiment with other compression levels as well.

zip_packer.add_file("path/in/zip/big_image.png", "path/to/local/big_image.png", ZIPPacker.COMPRESSION_STORE)

Here, `COMPRESSION_STORE` indicates that the file should be stored without compression. This mode is faster and might be beneficial for files that are already compressed.

Checking for Files within a ZIP Archive

Before adding a file, you might want to check if a file with the same name already exists in the ZIP archive. Here’s an example to do that:

if zip_packer.has_file("path/in/zip/existing_file.txt"):
    print("File already exists in the archive.")
    zip_packer.add_file("path/in/zip/new_file.txt", "path/to/local/new_file.txt")

Using the `has_file` method, you ensure that you’re not overwriting existing files, unless that’s your intention.

Removing Files from a ZIP Archive

If you need to remove a file from an existing ZIP archive, you can do so with the `remove_file` method:

if zip_packer.remove_file("path/in/zip/unwanted_file.txt") == OK:
    print("File successfully removed from the archive.")
    print("There was a problem removing the file from the archive.")

With proper error handling, this code ensures you’re informed in case the file couldn’t be removed for some reason.

Renaming Files within a ZIP Archive

Maybe a file in the archive needs a different name. To rename a file in the ZIP, use the `rename_file` method:

if zip_packer.rename_file("path/in/zip/old_name.txt", "path/in/zip/new_name.txt") == OK:
    print("File successfully renamed.")
    print("Failed to rename the file.")

Properly named files can be crucial for organization and for any automated processes you have in place.

Extracting Files From a ZIP Archive

At times, you may need to extract files from a ZIP archive, whether to replace current project files or to use them in your game. Here’s how you can extract a file:

var zip_archive =
zip_archive.extract_file("path/in/zip/filename.txt", "path/to/extract/filename.txt")

The `extract_file` method does the job, just remember to finalize with an `end` method call as well.

By diving into these examples, you’ve expanded your knowledge of the ZIPPacker class and its capabilities. Remember to always handle files with care during these processes, as manipulating game assets is a delicate part of game development. With the power of the ZIPPacker class in Godot 4, you’re well on your way to mastering file management within your own game projects. Keep experimenting with these examples to find the best file management techniques for your needs. Game creation is an art, and every tool you master sharpens your craft.While the ZIPPacker class provides basic functionality out of the box, it also allows for more complex file operations. Let’s explore additional capabilities with practical code examples.

To handle larger archives efficiently, you might want to check the progress of adding files. You can do this by periodically printing the current operation’s status:

var zip_packer =

# Assuming we have a list of files to add.
var files_to_add = get_files_to_add() # Custom function to get files.
var total_files = files_to_add.size()
var files_processed = 0

for a_file in files_to_add:
    var result = zip_packer.add_file("path/in/zip/" + a_file, "path/to/local/" + a_file)
    if result == OK:
        files_processed += 1
        print("Added: " + a_file + " - " + str(files_processed) + " of " + str(total_files))
        print("Failed to add: " + a_file)


Writing a list of archive contents is also useful. To do this, you can use the `get_file_list` method, which returns an array of all the file names in the ZIP archive:

var zip_packer =
if zip_packer.begin("") == OK:
    var files_in_archive = zip_packer.get_file_list()
    for file in files_in_archive:

Sometimes you may also need to ensure that your ZIP archive has a specific structure. To create nested directories within the ZIP file, you can do the following:

if zip_packer.begin("") == OK:
    zip_packer.add_file("path/in/zip/nested_folder/filename.txt", "path/to/local/filename.txt")

This example uses the `add_dir` method to create a folder inside the ZIP archive before adding a file to it.

For those requiring encryption for sensitive data, it’s possible to add files with basic encryption:

zip_packer.add_file("path/in/zip/private_data.txt", "path/to/local/private_data.txt", ZIPPacker.COMPRESSION_DEFLATE, true)

The fourth parameter when set to `true`, tells ZIPPacker to encrypt the file. Keep in mind, however, that the encryption provided by standard ZIP is not highly secure and should not be relied upon for sensitive information without additional security measures.

There may be a need to adjust various properties of the ZIPPacker. For instance, you might want to specify a comment for the ZIP archive:

zip_packer.comment = "This is my archive comment."

Setting the `comment` property adds a text note that is saved within the ZIP file.

Finally, advanced use cases might require direct data manipulation within the ZIP archive. Godot’s ZIPPacker supports adding data as a PoolByteArray, which is useful when dealing with generated content:

var data = PoolByteArray([ ... ]) # Your generated data here.
zip_packer.add_file_from_buffer("path/in/zip/generator_data.bin", data)

With `add_file_from_buffer`, the developer can directly add a file from a raw data buffer without the need to save it to the file system first.

These examples further showcase the flexibility and power of the ZIPPacker class. By leveraging these capabilities within Godot 4, you can efficiently handle a wide range of file management tasks, a testament to Godot’s robustness as an engine for both game development and tool creation.

Continue Your Game Development Journey

We’ve just scratched the surface of what’s possible with Godot 4 and its powerful ZIPPacker class. There’s a whole universe of game development concepts and techniques waiting for you to explore. If you’re ready to take your skills further and dive deep into the world of game creation, our Godot Game Development Mini-Degree is the perfect next step.

This comprehensive program offers a project-based learning experience where you can build 2D and 3D games from scratch. With a curriculum designed to cover a vast array of topics, from GDScript and asset management to complex gameplay mechanics, you’ll gain practical knowledge that will propel you from beginner to professional level. Whether you’re new to coding or looking to expand your expertise, our Mini-Degree offers the flexibility and depth to help you thrive in the game development field.

For those who wish to explore even more possibilities, our full collection of Godot courses caters to all levels of experience. Challenge yourself with new projects, learn at your own pace, and build games that you’re proud to showcase. Let Zenva be your guide on this exciting path, as you create, learn, and grow with every line of code.


In this tutorial, you’ve embarked on an educational journey through the capabilities of Godot 4’s ZIPPacker class. By now, you should have a solid understanding of how to effectively manage ZIP archives within one of the most prominent open-source game engines available. The skills you’ve learned today are just the beginning of your potential in game development, with asset management being a critical part of the process. As you continue to build more complex and engaging games, these foundational practices will serve as key instruments in your developer’s toolkit.

Don’t stop here—seize this momentum and carry on crafting your dream games with confidence. Our Godot Game Development Mini-Degree awaits to deepen your expertise and broaden your horizons in game development. At Zenva, we’re committed to helping you reach your goals, providing high-quality content that fuels your passion and turns challenges into achievements. Join us, and let your creativity soar in the exciting world of game creation.

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