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]).