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save-load

Coding & development

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Updated 10-16 09:06

About this skill

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

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.

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 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