godot-save-load-systems
0
总安装量
4
周安装量
安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-save-load-systems
Agent 安装分布
opencode
4
gemini-cli
4
codex
4
github-copilot
3
kimi-cli
3
Skill 文档
Save/Load Systems
JSON serialization, version migration, and PERSIST group patterns define robust data persistence.
Available Scripts
save_migration_manager.gd
Expert save file versioning with automatic migration between schema versions.
save_system_encryption.gd
AES-256 encrypted saves with compression to prevent casual save editing.
MANDATORY – For Production: Read save_migration_manager.gd before shipping to handle schema changes.
NEVER Do in Save Systems
- NEVER save without version field â Game updates, old saves break. MUST include
"version": "1.0.0"+ migration logic for schema changes. - NEVER use absolute paths â
FileAccess.open("C:/Users/...")breaks on other machines. Useuser://protocol (maps to OS-specific app data folder). - NEVER save Node references â
save_data["player"] = $Player? Nodes aren’t serializable. Extract data viaplayer.save_data()method instead. - NEVER forget to close FileAccess â
var file = FileAccess.open(...)without.close()? File handle leak = save corruption. Useclose()OR GDScript auto-close on scope exit. - NEVER use JSON for large binary data â 10MB texture as base64 in JSON? Massive file size + slow parse. Use binary format (
store_var) OR separate asset files. - NEVER trust loaded data â Save file edited by user?
data.get("health", 100)prevents crash if field missing. VALIDATE all loaded values. - NEVER save during physics/animation frames â
_physics_processtrigger save? File corruption if game crashes mid-write. Save ONLY on explicit events (level complete, menu).
Pattern 1: JSON Save System (Recommended for Most Games)
Step 1: Create SaveManager AutoLoad
# save_manager.gd
extends Node
const SAVE_PATH := "user://savegame.save"
## Save data to JSON file
func save_game(data: Dictionary) -> void:
var save_file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if save_file == null:
push_error("Failed to open save file: " + str(FileAccess.get_open_error()))
return
var json_string := JSON.stringify(data, "\t") # Pretty print
save_file.store_line(json_string)
save_file.close()
print("Game saved successfully")
## Load data from JSON file
func load_game() -> Dictionary:
if not FileAccess.file_exists(SAVE_PATH):
push_warning("Save file does not exist")
return {}
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
push_error("Failed to open save file: " + str(FileAccess.get_open_error()))
return {}
var json_string := save_file.get_as_text()
save_file.close()
var json := JSON.new()
var parse_result := json.parse(json_string)
if parse_result != OK:
push_error("JSON Parse Error: " + json.get_error_message())
return {}
return json.data as Dictionary
## Delete save file
func delete_save() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)
print("Save file deleted")
Step 2: Save Player Data
# player.gd
extends CharacterBody2D
var health: int = 100
var score: int = 0
var level: int = 1
func save_data() -> Dictionary:
return {
"health": health,
"score": score,
"level": level,
"position": {
"x": global_position.x,
"y": global_position.y
}
}
func load_data(data: Dictionary) -> void:
health = data.get("health", 100)
score = data.get("score", 0)
level = data.get("level", 1)
if data.has("position"):
global_position = Vector2(
data.position.x,
data.position.y
)
Step 3: Trigger Save/Load
# game_manager.gd
extends Node
func save_game_state() -> void:
var save_data := {
"player": $Player.save_data(),
"timestamp": Time.get_unix_time_from_system(),
"version": "1.0.0"
}
SaveManager.save_game(save_data)
func load_game_state() -> void:
var data := SaveManager.load_game()
if data.is_empty():
print("No save data found, starting new game")
return
if data.has("player"):
$Player.load_data(data.player)
Pattern 2: Binary Save System (Advanced, Faster)
For large save files or when human-readability isn’t needed:
const SAVE_PATH := "user://savegame.dat"
func save_game_binary(data: Dictionary) -> void:
var save_file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if save_file == null:
return
save_file.store_var(data, true) # true = full objects
save_file.close()
func load_game_binary() -> Dictionary:
if not FileAccess.file_exists(SAVE_PATH):
return {}
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
return {}
var data: Dictionary = save_file.get_var(true)
save_file.close()
return data
Pattern 3: PERSIST Group Pattern
For auto-saving nodes with the persist group:
# Add nodes to "persist" group in editor or via code:
add_to_group("persist")
# Implement save/load in each persistent node:
func save() -> Dictionary:
return {
"filename": get_scene_file_path(),
"parent": get_parent().get_path(),
"pos_x": position.x,
"pos_y": position.y,
# ... other data
}
func load(data: Dictionary) -> void:
position = Vector2(data.pos_x, data.pos_y)
# ... load other data
# SaveManager collects all persist nodes:
func save_all_persist_nodes() -> void:
var save_nodes := get_tree().get_nodes_in_group("persist")
var save_dict := {}
for node in save_nodes:
if not node.has_method("save"):
continue
save_dict[node.name] = node.save()
save_game(save_dict)
Best Practices
1. Use user:// Protocol
# â
Good - platform-independent
const SAVE_PATH := "user://savegame.save"
# â Bad - hardcoded path
const SAVE_PATH := "C:/Users/Player/savegame.save"
user:// paths:
- Windows:
%APPDATA%\Godot\app_userdata\[project_name] - macOS:
~/Library/Application Support/Godot/app_userdata/[project_name] - Linux:
~/.local/share/godot/app_userdata/[project_name]
2. Version Your Save Format
const SAVE_VERSION := "1.0.0"
func save_game(data: Dictionary) -> void:
data["version"] = SAVE_VERSION
# ... save logic
func load_game() -> Dictionary:
var data := # ... load logic
if data.get("version") != SAVE_VERSION:
push_warning("Save version mismatch, migrating...")
data = migrate_save_data(data)
return data
3. Handle Errors Gracefully
func save_game(data: Dictionary) -> bool:
var save_file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if save_file == null:
var error := FileAccess.get_open_error()
push_error("Save failed: " + error_string(error))
return false
save_file.store_line(JSON.stringify(data))
save_file.close()
return true
4. Auto-Save Pattern
var auto_save_timer: Timer
func _ready() -> void:
# Auto-save every 5 minutes
auto_save_timer = Timer.new()
add_child(auto_save_timer)
auto_save_timer.wait_time = 300.0
auto_save_timer.timeout.connect(_on_auto_save)
auto_save_timer.start()
func _on_auto_save() -> void:
save_game_state()
print("Auto-saved")
Testing Save Systems
func _ready() -> void:
if OS.is_debug_build():
test_save_load()
func test_save_load() -> void:
var test_data := {"test_key": "test_value", "number": 42}
save_game(test_data)
var loaded := load_game()
assert(loaded.test_key == "test_value")
assert(loaded.number == 42)
print("Save/Load test passed")
Common Gotchas
Issue: Saved Vector2/Vector3 not loading correctly
# â
Solution: Store as x, y, z components
"position": {"x": pos.x, "y": pos.y}
# Then reconstruct:
position = Vector2(data.position.x, data.position.y)
Issue: Resource paths not resolving
# â
Store resource paths as strings
"texture_path": texture.resource_path
# Then reload:
texture = load(data.texture_path)
Reference
Related
- Master Skill: godot-master