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Run-time File Saving and Loading Demo

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Godot Engine
Run-time File Saving and Loading Demo

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:- Images (JPEG, PNG, WebP)- 3D scenes (glTF 2.0)- ZIP archives- Plain text files*Can be loaded at run-time:- Images (TGA, BMP, SVG**)- Audio (Ogg Vorbis)- Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)*: Manipulating custom binary formats is possible using the FileAccess and PackedByteArray classes, but this is not shown in this demo.**: 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.See the "Saving and Loading (Serialization)" demo for an example of saving/loading game progress.Language: GDScriptRenderer: Compatibility

Supported Engine Version
4.2
Version String
4.2-31d1c0c
License Version
MIT
Support Level
featured
Modified Date
1 year ago
Git URL
Issue URL

Run-time File Saving and Loading

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:

  • Images (JPEG, PNG, WebP)
  • 3D scenes (glTF 2.0)
  • ZIP archives
  • Plain text files[^1]

Can be loaded at run-time:

  • Images (TGA, BMP, SVG[^2])
  • Audio (Ogg Vorbis)
  • Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)

[^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.

See the Saving and Loading (Serialization) demo for an example of saving/loading game progress.

Language: GDScript

Renderer: Compatibility

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Licenses

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:

- Images (JPEG, PNG, WebP)
- 3D scenes (glTF 2.0)
- ZIP archives
- Plain text files*

Can be loaded at run-time:

- Images (TGA, BMP, SVG**)
- Audio (Ogg Vorbis)
- Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)

*: Manipulating custom binary formats is possible using the FileAccess and PackedByteArray classes, but this is not shown in this demo.

**: 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.

See the "Saving and Loading (Serialization)" demo for an example of saving/loading game progress.

Language: GDScript

Renderer: Compatibility

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Quick Information

0 ratings
Run-time File Saving and Loading Demo icon image
Godot Engine
Run-time File Saving and Loading Demo

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:- Images (JPEG, PNG, WebP)- 3D scenes (glTF 2.0)- ZIP archives- Plain text files*Can be loaded at run-time:- Images (TGA, BMP, SVG**)- Audio (Ogg Vorbis)- Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)*: Manipulating custom binary formats is possible using the FileAccess and PackedByteArray classes, but this is not shown in this demo.**: 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.See the "Saving and Loading (Serialization)" demo for an example of saving/loading game progress.Language: GDScriptRenderer: Compatibility

Supported Engine Version
4.2
Version String
4.2-31d1c0c
License Version
MIT
Support Level
featured
Modified Date
1 year ago
Git URL
Issue URL

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