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@@ -16,8 +16,8 @@ another datatype that is just as important:
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arrange user interfaces, etc. **Resources** are **data containers**. They don't
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do anything on their own: instead, nodes use the data contained in resources.
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-Anything Godot saves or loads from disk is a resource. Be it a scene (a .tscn or
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-an .scn file), an image, a script... Here are some ``Resource`` examples:
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+Anything Godot saves or loads from disk is a resource. Be it a scene (a ``.tscn``
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+or an ``.scn`` file), an image, a script... Here are some ``Resource`` examples:
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:ref:`Texture <class_Texture>`, :ref:`Script <class_Script>`, :ref:`Mesh
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<class_Mesh>`, :ref:`Animation <class_Animation>`, :ref:`AudioStream
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<class_AudioStream>`, :ref:`Font <class_Font>`, :ref:`Translation
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@@ -41,7 +41,7 @@ External vs built-in
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There are two ways to save resources. They can be:
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1. **External** to a scene, saved on the disk as individual files.
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-2. **Built-in**, saved inside the \*.tscn or the \*.scn file they're attached to.
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+2. **Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're attached to.
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To be more specific, here's a :ref:`Texture <class_Texture>`
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in a :ref:`Sprite <class_Sprite>` node:
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@@ -58,8 +58,8 @@ this, it is an external resource. If you erase the path or this path is empty,
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it becomes a built-in resource.
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The switch between built-in and external resources happens when you save the
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-scene. In the example above, if you erase the path \`"res://robi.png"\` and
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-save, Godot will save the image inside the .tscn scene file.
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+scene. In the example above, if you erase the path ``"res://robi.png"`` and
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+save, Godot will save the image inside the ``.tscn`` scene file.
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.. note::
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