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Files, resources and saves

Choose a format, loader and storage location for game data.

On this page

Choose a task

TaskSolution
Find saves and understand asset:// / user://Paths
Read text, handle open failures and load an external PNGRuntime files
Save one character position with a backupProgress slot
Restore several objects and references by persistent IDWorld snapshot
Preserve typed Variant values, including Vector3Binary format
Load a prefab in the background, then attach itBackground loading

Format and loader

DataApproachConstraint
Small settingsConfigFileSections and keys; SetValue() changes memory, Save() writes the file
Exchange with other programsJSON with an explicit schemaRepresent coordinates as numeric arrays; validate required fields and version
A local typed slotFileAccess.StoreVar() / GetVar()Not a general interchange format; does not restore live references
Imported project assetsResourceLoaderUses the import pipeline and resource cache; exported builds may omit the source PNG
An external player PNG or WAVImage.Load() / AudioStreamWav.LoadFromFile()Reads the source directly, without editor import
A level or prefab resourcePackedEntity + ResourceSaverSaves the packed hierarchy and stored properties, not all game progress automatically

Minimum save contract

Define a schema version, level identifier, persistent object IDs and a coordinate convention. Validate the whole snapshot before modifying gameplay state. On read failure, keep the current progress and report the error; do not overwrite the old slot with initial values.

Store progress in user:// and project resources in asset://. Space and permissions can fail in either location, so always check write results. The small examples use synchronous I/O; a large snapshot needs separate measurements of serialization and disk time.

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