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2 months ago | |
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| examples | 6 months ago | |
| screenshots | 2 years ago | |
| README.md | 2 months ago | |
| icon.svg | 2 years ago | |
| icon.svg.import | 2 months ago | |
| project.godot | 2 months ago | |
| runtime_save_load.gd | 2 months ago | |
| runtime_save_load.gd.uid | 2 months ago | |
| runtime_save_load.tscn | 2 months ago | |
This project showcases how to load and save various file types without going through Godot's resource importing system.
This is useful to load/save images, sounds, 3D scenes, and ZIP archives at run-time such as user-generated content, without requiring users to generate a PCK file through Godot.
Can be loaded and saved at run-time:
Can be loaded at run-time:
[^1]: Manipulating custom binary formats is possible using the FileAccess and PackedByteArray classes, but this is not shown in this demo.
[^2]: It is possible to procedurally generate SVG as text and save it to a file
with .svg extension using the FileAccess class, but this is not shown in
this demo.
[^3]: There are known issues with runtime FBX loading, as mentioned in issue #96043.
See the Saving and Loading (Serialization) demo for an example of saving/loading game progress.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2779
examples/3d_scenes/gltf/ are copyright
Poly Haven
and are licensed under CC0 1.0 Universal.examples/audio/ are copyright Red Eclipse
and are licensed under CC BY-SA 4.0 International.