Skip to content
cccskills
FreePublished on GitHub

save-load

Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

The English summary is being prepared. Showing the original description.

See how to install

Files included (5)

  • SKILL.md5.4 KB
  • references/configfile.md3.4 KB
  • references/json-saves.md12.5 KB
  • references/save-architecture.md4.1 KB
  • references/version-migration.md2.3 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Save / Load Systems in Godot 4.3+

Choose the right serialization strategy for your data type. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: resource-pattern for custom Resource data containers, inventory-system for inventory serialization patterns, godot-project-setup for SaveManager autoload setup, popochiu for adventure-framework saves.


1. Strategy Comparison

StrategyBest ForReadableEditor SupportNotes
ConfigFileSettings, simple key-value dataYesNoBuilt-in INI-style, no extra deps
JSONGame saves, flexible structuresYesNoCross-platform, version-migratable
Resource .tresEditor-integrated dataYesYesNOT secure — never load untrusted files
Resource .resFast binary dataNoYesNOT secure — never load untrusted files

When you recommend a strategy, name the one you rejected and the factor that decided it — "JSON, not Resource files, because saves are user-writable and loading a Resource can run code". A format picked without a named alternative cannot be overruled.

Security warning: Loading .tres or .res files executes arbitrary GDScript embedded in the resource. Never load Resource files from untrusted sources (user-uploaded files, downloaded mods). Use ConfigFile or JSON for user-generated save data.


2. ConfigFile — Settings

ConfigFile writes INI-style sections — ideal for audio / video / controls settings (small, designer-debuggable). Use set_value(section, key, value) then save(path); load with load(path) and get_value(section, key, default).

See references/configfile.md for the full GDScript + C# settings save/load + typical settings-menu wiring.


3. JSON — Game Saves

JSON.stringify(dict) to serialize, JSON.parse_string(text) to deserialize. Read/write through FileAccess. Best for game saves where you want human-readable files. Build a Dictionary that captures all gameplay state (player position, inventory, world flags), serialize, write to user://save_<slot>.json.

See references/json-saves.md for the full GDScript + C# save/load implementation, including FileAccess wrapping and error handling.

⚠️ Changed in Godot 4.7: JSON.stringify(data, indent = "", sort_keys = true, full_precision = false) now serializes an empty Dictionary compactly as {} even when an indent is passed (GH-115883). Save files written with an indent change formatting for empty-dict fields after upgrading — anything that diffs or hashes save output byte-for-byte must tolerate the new form. Parsing is unaffected.


4. Save Architecture Pattern

For larger games, attach a SaveableComponent to each persistent node. Each component declares save_callable and load_callable. The save manager iterates components by ID, calls each one's save callable, builds a master Dictionary.

See references/save-architecture.md for the full SaveableComponent + save-manager implementation.


5. Save File Locations

user:// resolves to a platform-specific writable directory outside the project folder.

PlatformPath
Windows%APPDATA%\Godot\app_userdata\<project-name>\
macOS~/Library/Application Support/Godot/app_userdata/<project-name>/
Linux~/.local/share/godot/app_userdata/<project-name>/

Always use user:// for save data, never res://. The res:// path is read-only in exported builds.


6. Version Migration

Save files outlive the schema that wrote them. Always include "version": <int> at the top of the saved Dictionary; on load, switch on the version and migrate older saves forward incrementally (v1 → v2 → v3 → current). Never break old saves — always migrate.

See references/version-migration.md for the full migration helper pattern.


7. Implementation Checklist

  • Use ConfigFile for settings, JSON for game saves (not Resources)
  • Every save file includes a version integer field
  • Save path uses user://, never res://
  • Call DirAccess.make_dir_recursive_absolute() before writing saves
  • Vector2/Vector3 serialized as separate x/y/z floats (JSON has no Vector type)
  • All file operations check return codes and call push_error() on failure
  • _migrate() handles every version from 0 to current, applied incrementally
  • Resource files (.tres/.res) are never used for player-controlled save data
  • get_save_slots() and delete_save() helpers exist for UI slot management
  • Saveable nodes use stable IDs that do not change between sessions

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter854Updated Oct 15, 2026

Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter854Updated Oct 15, 2026

Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter854Updated Oct 15, 2026

Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter854Updated Oct 15, 2026

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter854Updated Oct 15, 2026

Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter854Updated Oct 15, 2026

See all skills by jame581

Report a problem with this skill