/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
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/godot-resources
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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
SKILL.md
godot-resources.SKILL.mdname: godot-resources
description: >
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.
Godot Resources (4.x)
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**.
When to use
- Use when representing items, stats, enemy configs, dialogue lines, or level metadata as
data; authoring `.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`.
Core workflow
1. **Subclass `Resource`** with `class_name` and `@export` fields. It now appears in the "New Resource" dialog and as an `@export` type, editable in the Inspector. 2. **Create instances as `.tres`** files in the FileSystem dock (text, diff-friendly) or `.res` (binary, smaller/faster). Edit their fields in the Inspector — no code needed. 3. **Reference resources from nodes** via `@export var data: ItemResource`, or arrays `@export var loot: Array[ItemResource]`. 4. **Load at runtime** with `preload` (constant path) or `load`/`ResourceLoader.load` (variable path). Use threaded loading for large assets. 5. **Duplicate before mutating** a shared resource at runtime, or every node using it changes too (resources are shared references). 6. **Save generated/edited resources** with `ResourceSaver.save`.
Patterns
1. A custom data resource
# item.gd
extends Resource
class_name ItemResource
@export var id: StringName = &""
@export var display_name: String = "Item"
@export_multiline var description: String = ""
@export var icon: Texture2D
@export var max_stack: int = 99
@export var value: int = 0
Create `sword.tres` from this class in the FileSystem dock and fill it in the Inspector.
2. Consume resources from a node
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])3. Duplicate before mutating shared data
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 copy4. Save and load a resource at runtime
func 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 nullPitfalls
- **Resources are shared by reference.** A single `.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.
- **Storing nodes in a Resource doesn't serialize them.** Resources hold data, not live
scene nodes. Reference scenes via `PackedScene`, not node instances.
- **Cyclic resource references** (A holds B holds A) can fail to save/load cleanly — keep
data graphs acyclic or use IDs/lookups.
- **`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.
- **Don't put secrets in `.tres`** — they ship in plain text inside the export.
References
- For threaded/background loading (`load_threaded_request`), `@tool` resources with custom
setup, custom `ResourceFormatLoader`/`Saver`, resource-local-to-scene, and resource UIDs, read `references/resource-patterns.md`.
Related skills
- `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.
Read more
name: godot-resources description: > 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.
Godot Resources (4.x)
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**.
When to use
- Use when representing items, stats, enemy configs, dialogue lines, or level metadata as
data; authoring `.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`.
Core workflow
1. **Subclass `Resource`** with `class_name` and `@export` fields. It now appears in the "New Resource" dialog and as an `@export` type, editable in the Inspector. 2. **Create instances as `.tres`** files in the FileSystem dock (text, diff-friendly) or `.res` (binary, smaller/faster). Edit their fields in the Inspector — no code needed. 3. **Reference resources from nodes** via `@export var data: ItemResource`, or arrays `@export var loot: Array[ItemResource]`. 4. **Load at runtime** with `preload` (constant path) or `load`/`ResourceLoader.load` (variable path). Use threaded loading for large assets. 5. **Duplicate before mutating** a shared resource at runtime, or every node using it changes too (resources are shared references). 6. **Save generated/edited resources** with `ResourceSaver.save`.
Patterns
1. A custom data resource
# item.gd extends Resource class_name ItemResource @export var id: StringName = &"" @export var display_name: String = "Item" @export_multiline var description: String = "" @export var icon: Texture2D @export var max_stack: int = 99 @export var value: int = 0
Create `sword.tres` from this class in the FileSystem dock and fill it in the Inspector.
2. Consume resources from a node
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])3. Duplicate before mutating shared data
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 copy4. Save and load a resource at runtime
func 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 nullPitfalls
- **Resources are shared by reference.** A single `.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.
- **Storing nodes in a Resource doesn't serialize them.** Resources hold data, not live
scene nodes. Reference scenes via `PackedScene`, not node instances.
- **Cyclic resource references** (A holds B holds A) can fail to save/load cleanly — keep
data graphs acyclic or use IDs/lookups.
- **`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.
- **Don't put secrets in `.tres`** — they ship in plain text inside the export.
References
- For threaded/background loading (`load_threaded_request`), `@tool` resources with custom
setup, custom `ResourceFormatLoader`/`Saver`, resource-local-to-scene, and resource UIDs, read `references/resource-patterns.md`.
Related skills
- `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.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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