save-load
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
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
| Strategy | Best For | Readable | Editor Support | Notes |
|-------------------|---------------------------------|----------|----------------|------------------------------------|
| ConfigFile | Settings, simple key-value data | Yes | No | Built-in INI-style, no extra deps |
| JSON | Game saves, flexible structures | Yes | No | Cross-platform, version-migratable |
| Resource .tres | Editor-integrated data | Yes | Yes | NOT secure — never load untrusted files |
| Resource .res | Fast binary data | No | Yes | NOT secure — never load untrusted files |
> 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](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](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](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.
| Platform | Path |
|----------|-------------------------------------------------------------------------------|
| 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](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
versioninteger field - [ ] Save path uses
user://, neverres:// - [ ] Call
DirAccess.make_dir_recursive_absolute()before writing saves - [ ] Vector2/Vector3 serialized as separate
x/y/zfloats (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()anddelete_save()helpers exist for UI slot management - [ ] Saveable nodes use stable IDs that do not change between sessions
想直接用这个技能?
本站把开放许可(MIT / Apache 等)的技能按仓库打包整理到网盘,点一下转存到你自己的网盘,不用一个个从 GitHub 拉。许可未声明的技能只给原始仓库链接,不打包。