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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:
Can be loaded at run-time:
[^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
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2779
examples/3d_scenes/plastic_monobloc_chair_01_1k/
are copyright
Poly Haven
and are licensed under CC0 1.0 Universal.examples/audio/
are copyright Red Eclipse
and are licensed under CC BY-SA 4.0 International.