Exporting a scene as glb on runtime

Godot Version

Godot 4.5.1.stable

Question

Hello !
Im trying to do a test for a bigger project, where I need to be able to export glb files on runtime. Went to the doc, and found this :

So tried to apply this exact code, only changing the path and the wanted node. I want to save one of my nodes, which is a MeshInstance3D (with a capsule shape), just for testing purposes.

Am I messing something up with the path ? I’m on linux

Here is my code, basically:

func _input(_event: InputEvent) -> void:
	if Input.is_action_just_pressed("export"):
		var gltf_document_save := GLTFDocument.new()
		var gltf_state_save := GLTFState.new()
		gltf_document_save.append_from_scene(self, gltf_state_save)
		# The file extension in the output `path` (`.gltf` or `.glb`) determines
		# whether the output uses text or binary format.
		# `GLTFDocument.generate_buffer()` is also available for saving to memory.
		gltf_document_save.write_to_filesystem(gltf_state_save, "user://Downloads/test.glb")

Thank you for your help !!!

Usually, when saving something, it needs to be an existing directory. Does “Downloads” folder exist in this location?
I suggest you to just change your test path to “user://test.glb” and see if this goes through. It worked for me.