--- name: save-load description: Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture --- # 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 `.tres` or `.res` files 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](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_.json`. > See [references/json-saves.md](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 empty `Dictionary` compactly as `{}` even when an `indent` is passed ([GH-115883](https://github.com/godotengine/godot/pull/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](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\\` | | macOS | `~/Library/Application Support/Godot/app_userdata//` | | Linux | `~/.local/share/godot/app_userdata//` | > Always use `user://` for save data, never `res://`. The `res://` path is read-only in exported builds. --- ## 6. Version Migration Save files outlive the schema that wrote them. Always include `"version": ` 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](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 `version` integer field - [ ] Save path uses `user://`, never `res://` - [ ] Call `DirAccess.make_dir_recursive_absolute()` before writing saves - [ ] Vector2/Vector3 serialized as separate `x`/`y`/`z` floats (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()` and `delete_save()` helpers exist for UI slot management - [ ] Saveable nodes use stable IDs that do not change between sessions