.. _doc_runtime_loading_and_saving: Runtime file loading and saving =============================== .. seealso:: See :ref:`doc_saving_games` for information on saving and loading game progression. Sometimes, :ref:`exporting packs, patches, and mods ` is not ideal when you want players to be able to load user-generated content in your project. It requires users to generate a PCK or ZIP file through the Godot editor, which contains resources imported by Godot. Example use cases for runtime file loading and saving include: - Loading texture packs designed for the game. - Loading user-provided audio tracks and playing them back in an in-game radio station. - Loading custom levels or 3D models that can be designed with any 3D DCC that can export to glTF (including glTF scenes saved by Godot at runtime). - Using user-provided fonts for menus and HUD. - Saving/loading a file format that can contain multiple files but can still easily be read by other applications (ZIP). - Loading files created by another game or program, or even game data files from another game not made with Godot. Runtime file loading can be combined with :ref:`HTTP requests ` to load resources from the Internet directly. .. warning:: Do **not** use this runtime loading approach to load resources that are part of the project, as it's less efficient and doesn't allow benefiting from Godot's resource handling functionality (such as translation remaps). See :ref:`doc_import_process` for details. .. seealso:: You can see how saving and loading works in action using the `Run-time File Saving and Loading (Serialization) demo project `__. Plain text and binary files --------------------------- Godot's :ref:`class_FileAccess` class provides methods to access files on the filesystem for reading and writing: .. tabs:: .. code-tab:: gdscript func save_file(content): var file = FileAccess.open("/path/to/file.txt", FileAccess.WRITE) file.store_string(content) func load_file(): var file = FileAccess.open("/path/to/file.txt", FileAccess.READ) var content = file.get_as_text() return content .. code-tab:: csharp private void SaveFile(string content) { using var file = FileAccess.Open("/Path/To/File.txt", FileAccess.ModeFlags.Write); file.StoreString(content); } private string LoadFile() { using var file = FileAccess.Open("/Path/To/File.txt", FileAccess.ModeFlags.Read); string content = file.GetAsText(); return content; } To handle custom binary formats (such as loading file formats not supported by Godot), :ref:`class_FileAccess` provides several methods to read/write integers, floats, strings and more. These FileAccess methods have names that start with ``get_`` and ``store_``. If you need more control over reading binary files or need to read binary streams that are not part of a file, :ref:`class_PackedByteArray` provides several helper methods to decode/encode series of bytes to integers, floats, strings and more. These PackedByteArray methods have names that start with ``decode_`` and ``encode_``. See also :ref:`doc_binary_serialization_api`. .. _doc_runtime_file_loading_and_saving_images: Images ------ Image's :ref:`Image.load_from_file ` static method handles everything, from format detection based on file extension to reading the file from disk. If you need error handling or more control (such as changing the scale an SVG is loaded at), use one of the following methods depending on the file format: - :ref:`Image.load_jpg_from_buffer ` - :ref:`Image.load_ktx_from_buffer ` - :ref:`Image.load_png_from_buffer ` - :ref:`Image.load_svg_from_buffer ` or :ref:`Image.load_svg_from_string ` - :ref:`Image.load_tga_from_buffer ` - :ref:`Image.load_webp_from_buffer ` Several image formats can also be saved by Godot at runtime using the following methods: - :ref:`Image.save_png ` or :ref:`Image.save_png_to_buffer ` - :ref:`Image.save_webp ` or :ref:`Image.save_webp_to_buffer ` - :ref:`Image.save_jpg ` or :ref:`Image.save_jpg_to_buffer ` - :ref:`Image.save_exr ` or :ref:`Image.save_exr_to_buffer ` *(only available in editor builds, cannot be used in exported projects)* The methods with the ``to_buffer`` suffix save the image to a PackedByteArray instead of the filesystem. This is useful to send the image over the network or into a ZIP archive without having to write it on the filesystem. This can increase performance by reducing I/O utilization. .. note:: If displaying the loaded image on a 3D surface, make sure to call :ref:`Image.generate_mipmaps ` so that the texture doesn't look grainy when viewed at a distance. This is also useful in 2D when following instructions on :ref:`reducing aliasing when downsampling `. Example of loading an image and displaying it in a :ref:`class_TextureRect` node (which requires conversion to :ref:`class_ImageTexture`): .. tabs:: .. code-tab:: gdscript # Load an image of any format supported by Godot from the filesystem. var image = Image.load_from_file(path) # Optionally, generate mipmaps if displaying the texture on a 3D surface # so that the texture doesn't look grainy when viewed at a distance. #image.generate_mipmaps() $TextureRect.texture = ImageTexture.create_from_image(image) # Save the loaded Image to a PNG image. image.save_png("/path/to/file.png") # Save the converted ImageTexture to a PNG image. $TextureRect.texture.get_image().save_png("/path/to/file.png") .. code-tab:: csharp // Load an image of any format supported by Godot from the filesystem. var image = Image.LoadFromFile(path); // Optionally, generate mipmaps if displaying the texture on a 3D surface // so that the texture doesn't look grainy when viewed at a distance. // image.GenerateMipmaps(); GetNode("TextureRect").Texture = ImageTexture.CreateFromImage(image); // Save the loaded Image to a PNG image. image.SavePng("/Path/To/File.png"); // Save the converted ImageTexture to a PNG image. GetNode("TextureRect").Texture.GetImage().SavePng("/Path/To/File.png"); .. _doc_runtime_file_loading_and_saving_audio_video_files: Audio/video files ----------------- Godot supports loading Ogg Vorbis audio at runtime. Note that not *all* files with an ``.ogg`` extension may be Ogg Vorbis files. Some may be Ogg Theora videos, or contain Opus audio within an Ogg container. These files will **not** load correctly as audio files in Godot. Example of loading an Ogg Vorbis audio file in an :ref:`class_AudioStreamPlayer` node: .. tabs:: .. code-tab:: gdscript $AudioStreamPlayer.stream = AudioStreamOggVorbis.load_from_file(path) .. code-tab:: csharp GetNode("AudioStreamPlayer").Stream = AudioStreamOggVorbis.LoadFromFile(path); Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer` node: .. tabs:: .. code-tab:: gdscript var video_stream_theora = VideoStreamTheora.new() # File extension is ignored, so it is possible to load Ogg Theora videos # that have an `.ogg` extension this way. video_stream_theora.file = "/path/to/file.ogv" $VideoStreamPlayer.stream = video_stream_theora # VideoStreamPlayer's Autoplay property won't work if the stream is empty # before this property is set, so call `play()` after setting `stream`. $VideoStreamPlayer.play() .. code-tab:: csharp var videoStreamTheora = new VideoStreamTheora(); // File extension is ignored, so it is possible to load Ogg Theora videos // that have an `.ogg` extension this way. videoStreamTheora.File = "/Path/To/File.ogv"; GetNode("VideoStreamPlayer").Stream = videoStreamTheora; // VideoStreamPlayer's Autoplay property won't work if the stream is empty // before this property is set, so call `Play()` after setting `Stream`. GetNode("VideoStreamPlayer").Play(); .. note:: Godot doesn't support runtime loading of MP3 or WAV files yet. Until this is implemented, it's feasible to implement runtime WAV loading using a script since :ref:`class_AudioStreamWAV`'s ``data`` property is exposed to scripting. It's still possible to *save* WAV files using :ref:`AudioStreamWAV.save_to_wav `, which is useful for procedurally generated audio or microphone recordings. .. _doc_runtime_file_loading_and_saving_3d_scenes: 3D scenes --------- Godot has first-class support for glTF 2.0, both in the editor and exported projects. Using :ref:`class_gltfdocument` and :ref:`class_gltfstate` together, Godot can load and save glTF files in exported projects, in both text (``.gltf``) and binary (``.glb``) formats. The binary format should be preferred as it's faster to write and smaller, but the text format is easier to debug. Example of loading a glTF scene and appending its root node to the scene: .. tabs:: .. code-tab:: gdscript # Load an existing glTF scene. # GLTFState is used by GLTFDocument to store the loaded scene's state. # GLTFDocument is the class that handles actually loading glTF data into a Godot node tree, # which means it supports glTF features such as lights and cameras. var gltf_document_load = GLTFDocument.new() var gltf_state_load = GLTFState.new() var error = gltf_document_load.append_from_file("/path/to/file.gltf", gltf_state_load) if error == OK: var gltf_scene_root_node = gltf_document_load.generate_scene(gltf_state_load) add_child(gltf_scene_root_node) else: show_error("Couldn't load glTF scene (error code: %s)." % error_string(error)) # Save a new glTF scene. var gltf_document_save := GLTFDocument.new() var gltf_state_save := GLTFState.new() gltf_document_save.append_from_scene(gltf_scene_root_node, gltf_state_save) # The file extension in the output `path` (`.gltf` or `.glb`) determines # whether the output uses text or binary format. # `GLTFDocument.generate_buffer()` is also available for saving to memory. gltf_document_save.write_to_filesystem(gltf_state_save, path) .. code-tab:: csharp // Load an existing glTF scene. // GLTFState is used by GLTFDocument to store the loaded scene's state. // GLTFDocument is the class that handles actually loading glTF data into a Godot node tree, // which means it supports glTF features such as lights and cameras. var gltfDocumentLoad = new GltfDocument(); var gltfStateLoad = new GltfState(); var error = gltfDocumentLoad.AppendFromFile("/Path/To/File.gltf", gltfStateLoad); if (error == Error.Ok) { var gltfSceneRootNode = gltfDocumentLoad.GenerateScene(gltfStateLoad); AddChild(gltfSceneRootNode); } else { GD.PrintErr($"Couldn't load glTF scene (error code: {error})."); } // Save a new glTF scene. var gltfDocumentSave = new GltfDocument(); var gltfStateSave = new GltfState(); gltfDocumentSave.AppendFromScene(gltfSceneRootNode, gltfStateSave); // The file extension in the output `path` (`.gltf` or `.glb`) determines // whether the output uses text or binary format. // `GltfDocument.GenerateBuffer()` is also available for saving to memory. gltfDocumentSave.WriteToFilesystem(gltfStateSave, path); .. note:: When loading a glTF scene, a *base path* must be set so that external resources like textures can be loaded correctly. When loading from a file, the base path is automatically set to the folder containing the file. When loading from a buffer, this base path must be manually set as there is no way for Godot to infer this path. To set the base path, set :ref:`GLTFState.base_path ` on your GLTFState instance *before* calling :ref:`GLTFDocument.append_from_buffer ` or :ref:`GLTFDocument.append_from_file `. .. _doc_runtime_file_loading_and_saving_fonts: Fonts ----- :ref:`FontFile.load_dynamic_font ` supports the following font file formats: TTF, OTF, WOFF, WOFF2, PFB, PFM On the other hand, :ref:`FontFile.load_bitmap_font ` supports the `BMFont `__ format (``.fnt`` or ``.font``). Additionally, it is possible to load any font that is installed on the system using Godot's support for :ref:`doc_using_fonts_system_fonts`. Example of loading a font file automatically according to its file extension, then adding it as a theme override to a :ref:`class_Label` node: .. tabs:: .. code-tab:: gdscript var path = "/path/to/font.ttf" var path_lower = path.to_lower() var font_file = FontFile.new() if ( path_lower.ends_with(".ttf") or path_lower.ends_with(".otf") or path_lower.ends_with(".woff") or path_lower.ends_with(".woff2") or path_lower.ends_with(".pfb") or path_lower.ends_with(".pfm") ): font_file.load_dynamic_font(path) elif path_lower.ends_with(".fnt") or path_lower.ends_with(".font"): font_file.load_bitmap_font(path) else: push_error("Invalid font file format.") if not font_file.data.is_empty(): # If font was loaded successfully, add it as a theme override. $Label.add_theme_font_override("font", font_file) .. code-tab:: csharp string path = "/Path/To/Font.ttf"; var fontFile = new FontFile(); if ( path.EndsWith(".ttf", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".otf", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".woff", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".woff2", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".pfb", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".pfm", StringComparison.OrdinalIgnoreCase) ) { fontFile.LoadDynamicFont(path); } else if (path.EndsWith(".fnt", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".font", StringComparison.OrdinalIgnoreCase)) { fontFile.LoadBitmapFont(path); } else { GD.PrintErr("Invalid font file format."); } if (!fontFile.Data.IsEmpty()) { // If font was loaded successfully, add it as a theme override. GetNode