Saves a specific resource type to a file.
    public class ResourceFormatSaver : Reference

The engine can save resources when you do it from the editor, or when you call ResourceSaver.Save(string, Godot.Resource, int). This is accomplished with multiple ResourceFormatSavers, each handling its own format.

By default, Godot saves resources as .tres, .res or another built-in format, but you can choose to create your own format by extending this class. You should give it a global class name with class_name for it to be registered. You may as well implement a ResourceFormatLoader.

Inheritance Chain


    public ResourceFormatSaver()


    public virtual string[] GetRecognizedExtensions(Resource resource)

Gets the list of extensions for files this saver is able to write.

    public virtual bool Recognize(Resource resource)

Returns true if the given resource object can be saved by this saver.

    public virtual int Save(string path, Resource resource, int flags)

Saves the given resource object to a file. flags is a bitmask composed with FLAG_* constants defined in ResourceSaver. Returns OK on success, or an ERR_* constant listed in [@GlobalScope] if it failed.