gamedev-skills/awesome-gamedev-agent-skills

godot-resources

Design data-driven Godot 4.7 games with custom Resource classes: define typed data with classname + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl.

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-resources

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

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

"New Resource" dialog and as an @export type, editable in the Inspector.

  1. Create instances as `.tres` files in the FileSystem dock (text, diff-friendly) or

.res (binary, smaller/faster). Edit their fields in the Inspector — no code needed.

  1. Reference resources from nodes via @export var data: ItemResource, or arrays

@export var loot: Array[ItemResource].

  1. Load at runtime with preload (constant path) or load/ResourceLoader.load

(variable path). Use threaded loading for large assets.

  1. Duplicate before mutating a shared resource at runtime, or every node using it

changes too (resources are shared references).

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

Patterns

1. A custom data resource

gdscript
# 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

gdscript
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

gdscript
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

gdscript
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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