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Topic was automatically imported from the old Question2Answer platform. |
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Asked By |
genete |
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Old Version |
Published before Godot 3 was released. |
According to the Node.set_owner() documentation:
When saving a node (using SceneSaver) all the nodes it owns will be saved with it
Does SceneSaver exists or should we use the method the documentation explains to load and save games?
Looks like SceneSaver
is now ResourceSaver
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Bojidar Marinov | 2016-05-08 08:34
system
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Reply From: |
volzhs |
SceneSaver
seems no longer exists.
To load and save game, it’s better to follow that instruction as you said.
http://docs.godotengine.org/en/latest/tutorials/engine/saving_games.html
I don’t know what you really want for saving game,
you can also use File.get_var()
/ File.store_var()
for loading and saving game data.
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Reply From: |
volzhs |
After a few test, I found a way to save a node to scn
var scene = PackedScene.new()
var result = scene.pack(child)
if result == OK:
ResourceSaver.save("res://path/name.scn", scene) // or user://...
I think this will save current node status to scn
file,
and probably reconstruct all when load.
Yes
This is what I used a while ago to generate a lot of sprite nodes out of a tilesheet.
Hinsbart | 2016-05-07 17:12
Interesting. PackedScene
documentation brings to other new resource to me: SceneState
which shows when reading his members what’s saved with he scene:
- Nodes count
- Node type, name, path by node index
- Whether node is a placeholder and its instance
- Nodes groups
- Nodes properties
- Nodes connections and signals (methods and flags)
Fantastic!
genete | 2016-05-08 16:38
and the “res://path/name.scn”, scene) // or user:// is loaded when you load your game? or how does it works?
Themaker482 | 2016-06-07 21:22