Singleton for saving Godot-specific resource types. Singleton for saving Godot-specific resource types to the filesystem. It uses the many [ResourceFormatSaver] classes registered in the engine (either built-in or from a plugin) to save engine-specific resource data to text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/code] or [code].scn[/code]). Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save]. This method is performed implicitly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information). Returns the list of extensions available for saving a resource of a given type. Unregisters the given [ResourceFormatSaver]. Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [param path] is empty, [ResourceSaver] will try to use [member Resource.resource_path]. The [param flags] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags. Returns [constant OK] on success. No resource saving option. Save the resource with a path relative to the scene which uses it. Bundles external resources. Changes the [member Resource.resource_path] of the saved resource to match its new location. Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix). Save as big endian (see [member FileAccess.big_endian]). Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. Only available for binary resource types. Take over the paths of the saved subresources (see [method Resource.take_over_path]).