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save-load

save-load

github.com/jame581Development889189 installsUpdated 4d ago
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About save-load

A Godot 4.3+ skill for developers designing save and load systems. It compares serialization options and covers settings, game saves, save architecture, storage locations, and version migration, with GDScript and C# examples.

Key features

  1. 01Comparison of ConfigFile, JSON, and Resource
  2. 02Settings and game-save serialization guidance
  3. 03SaveableComponent architecture pattern
  4. 04Save paths and version migration
  5. 05Security guidance for Resource files

Use cases

  1. 01Saving audio, video, or control settings
  2. 02Storing gameplay state in readable save files
  3. 03Organizing persistent state across game nodes
  4. 04Migrating saves as data schemas change

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/jame581/godotprompter --skill save-load

After installing, type/save-loadin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
configfile.md
json-saves.md
save-architecture.md
version-migration.md

Details

From the project README

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 holds a stable save_id and two callables, serialize and deserialize, and joins the saveable group. The save manager walks that group, calls each serialize, and builds a master Dictionary keyed by save_id.

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

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