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godot-resources

@admin/godot-resources

通过 Godot 自定义 Resource 建模物品、属性与配置,保存和加载资源,支持按需及线程加载。

admin 热度 400v0.0.1

Godot Resources (4.x)

Model game data as reusable, Inspector-editable Resource objects instead of hard-coded values, and load/save them as .tres/.res. Targets Godot 4.7.

When to use

  • Use when representing items, stats, enemy configs, dialogue lines, or level metadata as
  • data; authoring .tres files in the Inspector; or loading/saving custom resources.

**When *not* to use:** nodes/scene structure → godot-nodes-scenes; saving the player's *runtime progress* (engine-agnostic save format/slots) → save-systems; the C# variant of this pattern → godot-csharp.

Core workflow

  1. Subclass Resource with class_name and @export fields. It now appears in the
  2. "New Resource" dialog and as an @export type, editable in the Inspector.

  3. Create instances as .tres files in the FileSystem dock (text, diff-friendly) or
  4. .res (binary, smaller/faster). Edit their fields in the Inspector — no code needed.

  5. Reference resources from nodes via @export var data: ItemResource, or arrays
  6. @export var loot: Array[ItemResource].

  7. Load at runtime with preload (constant path) or load/ResourceLoader.load
  8. (variable path). Use threaded loading for large assets.

  9. Duplicate before mutating a shared resource at runtime, or every node using it
  10. changes too (resources are shared references).

  11. Save generated/edited resources with ResourceSaver.save.

Patterns

1. A custom data resource

# item.gd
extends Resource
class_name ItemResource

@export var id: StringName = &""
@export var display_name: String = "Item"
@export_multiline var description: String = ""
@export var icon: Texture2D
@export var max_stack: int = 99
@export var value: int = 0

Create sword.tres from this class in the FileSystem dock and fill it in the Inspector.

2. Consume resources from a node

extends Node
@export var starting_items: Array[ItemResource] = []   # drag .tres files in the Inspector

func _ready() -> void:
    for item in starting_items:
        print("Have: %s (x%d max)" % [item.display_name, item.max_stack])

3. Duplicate before mutating shared data

func give_unique_copy(template: ItemResource) -> ItemResource:
    # true = deep copy sub-resources too; false = shallow (shares sub-resources).
    var copy: ItemResource = template.duplicate(true)
    copy.value += 5                # mutating the copy won't touch the template .tres
    return copy

4. Save and load a resource at runtime

func save_config(cfg: Resource) -> void:
    ResourceSaver.save(cfg, "user://config.tres")   # user:// = writable app data dir

func load_config() -> Resource:
    if ResourceLoader.exists("user://config.tres"):
        return ResourceLoader.load("user://config.tres")
    return null

Pitfalls

  • Resources are shared by reference. A single .tres assigned to many nodes is the
  • *same* object — mutating it changes all of them (and re-saving the file). Call duplicate(true) for per-instance state.

  • class_name required to instance from the editor. Without it the class won't appear
  • in the "New Resource" dialog or as an @export type.

  • res:// is read-only in exported games. Write runtime data to user://, never
  • res://. ResourceSaver.save to res:// only works in the editor.

  • Storing nodes in a Resource doesn't serialize them. Resources hold data, not live
  • scene nodes. Reference scenes via PackedScene, not node instances.

  • Cyclic resource references (A holds B holds A) can fail to save/load cleanly — keep
  • data graphs acyclic or use IDs/lookups.

  • preload vs load. preload needs a constant path and loads with the script;
  • load accepts a variable path at runtime. Use ResourceLoader.exists() before load to avoid errors on missing files.

  • Don't put secrets in .tres — they ship in plain text inside the export.

References

  • For threaded/background loading (load_threaded_request), @tool resources with custom
  • setup, custom ResourceFormatLoader/Saver, resource-local-to-scene, and resource UIDs, read references/resource-patterns.md.

Related skills

  • godot-gdscript@export annotations used to define resource fields.
  • godot-nodes-scenes — instancing scenes vs. sharing resource data.
  • save-systems — persisting runtime progress (separate from static data).
  • unity-scriptableobjects — the equivalent data-asset pattern in Unity.
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