class-description
NEWSCOMMUNITYSTORETUTORIALSSIGN UPLOGINLOGOUTROKOJORI
NEWSLETTERSIGN UPLOGINLOGOUTNEWSCOMMUNITYSTORETUTORIALSTOGGLE FULLSCREENVOLLBILD AN/AUSObjectRefCountedResourceFormatSaver
Saves a specific resource type to a file.
The engine can save resources when you do it from the editor, or when you use the ResourceSaver singleton. This is accomplished thanks to multiple ResourceFormatSavers, each handling its own format and called automatically by the engine. By default, Godot saves resources as .tres (text-based), .res (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with class_name for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a ResourceFormatLoader. PackedStringArray _get_recognized_extensions<>(Resourceresource=,resource:Resource=,):PackedStringArray
Returns the list of extensions available for saving the resource object, provided it is recognized (see _recognize).
Returns true if this saver handles a given save path and false otherwise.
If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by _get_recognized_extensions.
int _save<>(Resourceresource=,resource:Resource=,Stringpath=,path:String=,intflags=,flags:int=,):int
Saves the given resource object to a file at the target path. flags is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.
Returns OK on success, or an Error constant in case of failure.
int _set_uid<>(Stringpath=,path:String=,intuid=,uid:int=,):int
Sets a new UID for the resource at the given path. Returns OK on success, or an Error constant in case of failure.
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