godot-save-load-systems
Installation
SKILL.md
Save/Load Systems
JSON serialization, version migration, and PERSIST group patterns define robust data persistence.
NEVER Do
- NEVER save without a version field — When you update your game's data structure, old saves will break. Always include a
"version": "1.0.0"field and implement migration logic. - NEVER use absolute OS paths — Hardcoding
C:/Users/...will break on every other machine. Always use theuser://protocol, which Godot maps to the correct OS-specific app data folder. - NEVER attempt to save Node references directly — Nodes are objects, not raw data. Extract the necessary primitive data (positions, health, levels) into a
DictionaryorResourceinstead. - NEVER forget to close FileAccess handles — Leaving a file open can lead to handle leaks and save-file corruption. In Godot 4, files auto-close when the variable goes out of scope, but explicit
close()is safer for long-running logic. - NEVER use JSON for very large binary data — Storing 10MB of texture data as Base64 in JSON is slow and bloats file size. Use binary
store_var()or separate dedicated asset files. - NEVER trust loaded data without validation — Users can edit save files. Always use
data.get("field", default_value)and validate that numbers are within expected ranges to prevent crashes. - NEVER trigger a save during high-frequency physics or animation updates — A crash mid-write will corrupt the file. Save only on explicit game events like entering a menu, finishing a level, or at a checkpoint.
- NEVER modify a save Dictionary while iterating over its keys — Calling
erase()oradd()inside a loop over the same dictionary causes iteration errors. Usedata.duplicate()to iterate safely. - NEVER store raw passwords or sensitive credentials in unencrypted JSON — If you have sensitive data, use
FileAccess.open_encrypted_with_pass()to secure it. - NEVER use ResourceLoader.load() for massive scenes on the main thread — It causes a visible freeze. Use
ResourceLoader.load_threaded_request()to load levels in the background. - NEVER rely on get_instance_id() for cross-session identification — These IDs are assigned at runtime and change every time the game restarts. Generate your own persistent
StringUUIDs for game objects. - NEVER forget to call duplicate(true) on a loaded Resource stats block — If multiple enemies load the same "goblin_stats.tres", they will all share the same health pool unless duplicated.
- NEVER use the "allow_objects" flag in store_var/get_var for untrusted data — Setting this to
trueallows full object decoding, which is a major security risk for saves downloaded from the web. - NEVER use JSON for data requiring strict type preservation — JSON converts
Vector3to a string or dictionary. For strict data types, usevar_to_bytes()or a binary format. - NEVER leave internal metadata (set_meta) in persistent dictionaries — This unnecessarily inflates save file size. Clean your dictionaries before serialization.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
save_load_patterns.gd
10 Expert patterns: PERSIST group serialization, binary snapshots, JSON safe-parsing, and threaded loading.
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.
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
# ✅ Good - platform-independent
const SAVE_PATH := "user://savegame.save"
# ❌ 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
# ✅ 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
# ✅ Store resource paths as strings
"texture_path": texture.resource_path
# Then reload:
texture = load(data.texture_path)
Reference
Related
- Master Skill: godot-master
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