save-load
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill save-loadIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides safe architectural and coding practices for saving and loading game data in Godot Engine using JSON and ConfigFile. It highlights standard security vulnerabilities associated with loading native .tres and .res resource files from untrusted sources. The single low risk finding stems from the inherent nature of dynamically instantiating user-supplied scenes from file paths contained within the JSON payload.
- Socketwarn
1 alert: gptAnomaly
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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 |
Security warning: Loading
.tresor.resfiles 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 emptyDictionarycompactly as{}even when anindentis 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, neverres://. Theres://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
versioninteger field - Save path uses
user://, neverres:// - Call
DirAccess.make_dir_recursive_absolute()before writing saves - Vector2/Vector3 serialized as separate
x/y/zfloats (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()anddelete_save()helpers exist for UI slot management - Saveable nodes use stable IDs that do not change between sessions
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/jame581/godotprompter/save-load">View save-load on skillZs</a>