npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-resources
Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-resources
Model game data as reusable, Inspector-editable Resource objects instead of hard-coded
values, and load/save them as .tres/.res. Targets Godot 4.7.
.tres files in the Inspector; or loading/saving custom resources.When not to use: nodes/scene structure → godot-nodes-scenes; saving the player's
runtime progress (engine-agnostic save format/slots) → save-systems; the C# variant of
this pattern → godot-csharp.
Resource with class_name and @export fields. It now appears in the
"New Resource" dialog and as an @export type, editable in the Inspector..tres files in the FileSystem dock (text, diff-friendly) or
.res (binary, smaller/faster). Edit their fields in the Inspector — no code needed.@export var data: ItemResource, or arrays
@export var loot: Array[ItemResource].preload (constant path) or load/ResourceLoader.load
(variable path). Use threaded loading for large assets.ResourceSaver.save.Create sword.tres from this class in the FileSystem dock and fill it in the Inspector.
.tres assigned to many nodes is the
same object — mutating it changes all of them (and re-saving the file). Call
duplicate(true) for per-instance state.class_name required to instance from the editor. Without it the class won't appear
in the "New Resource" dialog or as an @export type.res:// is read-only in exported games. Write runtime data to user://, never
res://. ResourceSaver.save to res:// only works in the editor.PackedScene, not node instances.preload vs load. preload needs a constant path and loads with the script;
load accepts a variable path at runtime. Use ResourceLoader.exists() before load
to avoid errors on missing files..tres — they ship in plain text inside the export.load_threaded_request), @tool resources with custom
setup, custom ResourceFormatLoader/Saver, resource-local-to-scene, and resource UIDs,
read references/resource-patterns.md.godot-gdscript — @export annotations used to define resource fields.godot-nodes-scenes — instancing scenes vs. sharing resource data.save-systems — persisting runtime progress (separate from static data).unity-scriptableobjects — the equivalent data-asset pattern in Unity.extends Node
@export var starting_items: Array[ItemResource] = [] # drag .tres files in the Inspector
func _ready() -> void:
for item in starting_items:
print("Have: %s (x%d max)" % [item.display_name, item.max_stack])func give_unique_copy(template: ItemResource) -> ItemResource:
# true = deep copy sub-resources too; false = shallow (shares sub-resources).
var copy: ItemResource = template.duplicate(true)
copy.value += 5 # mutating the copy won't touch the template .tres
return copyfunc save_config(cfg: Resource) -> void:
ResourceSaver.save(cfg, "user://config.tres") # user:// = writable app data dir
func load_config() -> Resource:
if ResourceLoader.exists("user://config.tres"):
return ResourceLoader.load("user://config.tres")
return null