Godot Version
v4.4.1.stable.official
Question
Hello, everyone!
Is there a way to ensure that a resource has all of its subresources bundled within the resource? If necessary, I don’t mind having to implement a runtime solution.
For example, let’s say that I’ve made a scene with a cube and texture it with an image that’s external to the scene — I would like to ensure that the image is automatically made local to the scene (perhaps through automated copying).
For context, I’m working on a scene that automatically saves a resource and its subresources to a file, supposedly allowing one to then load the file later. I’ve been trying to use a ResourceSaver
with ResourceSaver.FLAG_BUNDLE_RESOURCES
to bundle the external resources, but it keeps relaying Broken external resource! (index out of size)
. This problem, however, does not occur when the subresources are saved locally into resource, but I would like to avoid doing that manually.
It could be interesting to investigate why ResourceSaver.FLAG_BUNDLE_RESOURCES
doesn’t seem to do what it advertises, but that’s outside of the scope of this post. I could’ve just misunderstood its purpose, or perhaps one would have to manually extend external_resources
here, though I wouldn’t know how to do that.
Thank you for your time.