Godot Version
4.7
Question
I’m creating a custom resource that manages a data buffer (as part of an addon I’m writing). I know that for regular resources, Godot will load and save them by saving each @export marked parameter on them to a stream. However, my custom resource will have some hidden data which is not exposed with @export but which still needs to be saved.
I’d like to write a custom importer/saver, but am unsure the best way to do so. EditorImportPlugin seems to only be for editor plugins. ResourceSaver seems to be for specific file types. I want this to act like a regular resource and just let me override how it’s saved and loaded. What’s the right way to do this?