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@@ -33,7 +33,7 @@ your project's features.
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For example, if the object's creator decides to delete it out of nowhere,
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this would trigger an error state when one next accesses it.
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-2. :ref:`Reference <class_Reference>`: Only a little more complex than Object.
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+2. :ref:`RefCounted <class_RefCounted>`: Only a little more complex than Object.
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They track references to themselves, only deleting loaded memory when no
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further references to themselves exist. These are useful in the majority of
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cases where one needs data in a custom class.
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@@ -43,7 +43,7 @@ your project's features.
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- **Advantages:** same as the Object.
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-3. :ref:`Resource <class_Resource>`: Only slightly more complex than Reference.
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+3. :ref:`Resource <class_Resource>`: Only slightly more complex than RefCounted.
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They have the innate ability to serialize/deserialize (i.e. save and load)
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their object properties to/from Godot resource files.
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@@ -56,7 +56,7 @@ your project's features.
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on :ref:`Resource <class_Resource>`'s advantages over traditional data
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storage methods. In the context of using Resources over Nodes though,
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their main advantage is in Inspector-compatibility. While nearly as
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- lightweight as Object/Reference, they can still display and export
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+ lightweight as Object/RefCounted, they can still display and export
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properties in the Inspector. This allows them to fulfill a purpose much
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like sub-Nodes on the usability front, but also improve performance if
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one plans to have many such Resources/Nodes in their scenes.
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