authoring-godot-prompt…
Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example…
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
$ npx -y skills add jame581/GodotPrompter --skill save-load --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/save-loadContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
name: save-load description: Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
Choose the right serialization strategy for your data type. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **resource-pattern** for custom Resource data containers, **inventory-system** for inventory serialization patterns, **godot-project-setup** for SaveManager autoload setup, **popochiu** for adventure-framework saves.
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| Strategy | Best For | Readable | Editor Support | Notes | |-------------------|---------------------------------|----------|----------------|------------------------------------| | ConfigFile | Settings, simple key-value data | Yes | No | Built-in INI-style, no extra deps | | JSON | Game saves, flexible structures | Yes | No | Cross-platform, version-migratable | | Resource .tres | Editor-integrated data | Yes | Yes | **NOT secure — never load untrusted files** | | Resource .res | Fast binary data | No | Yes | **NOT secure — never load untrusted files** |
> **Security warning:** Loading `.tres` or `.res` files executes arbitrary GDScript embedded in the resource. Never load Resource files from untrusted sources (user-uploaded files, downloaded mods). Use ConfigFile or JSON for user-generated save data.
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`ConfigFile` writes INI-style sections — ideal for audio / video / controls settings (small, designer-debuggable). Use `set_value(section, key, value)` then `save(path)`; load with `load(path)` and `get_value(section, key, default)`.
> See [references/configfile.md](references/configfile.md) for the full GDScript + C# settings save/load + typical settings-menu wiring.
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`JSON.stringify(dict)` to serialize, `JSON.parse_string(text)` to deserialize. Read/write through `FileAccess`. Best for game saves where you want human-readable files. Build a Dictionary that captures all gameplay state (player position, inventory, world flags), serialize, write to `user://save_<slot>.json`.
> See [references/json-saves.md](references/json-saves.md) for the full GDScript + C# save/load implementation, including FileAccess wrapping and error handling.
> ⚠️ **Changed in Godot 4.7:** `JSON.stringify(data, indent = "", sort_keys = true, full_precision = false)` now serializes an empty `Dictionary` compactly as `{}` even when an `indent` is passed ([GH-115883](https://github.com/godotengine/godot/pull/115883)). Save files written with an indent change formatting for empty-dict fields after upgrading — anything that diffs or hashes save output byte-for-byte must tolerate the new form. Parsing is unaffected.
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For larger games, attach a `SaveableComponent` to each persistent node. Each component declares `save_callable` and `load_callable`. The save manager iterates components by ID, calls each one's save callable, builds a master Dictionary.
> See [references/save-architecture.md](references/save-architecture.md) for the full `SaveableComponent` + save-manager implementation.
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`user://` resolves to a platform-specific writable directory outside the project folder.
| Platform | Path | |----------|-------------------------------------------------------------------------------| | Windows | `%APPDATA%\Godot\app_userdata\<project-name>\` | | macOS | `~/Library/Application Support/Godot/app_userdata/<project-name>/` | | Linux | `~/.local/share/godot/app_userdata/<project-name>/` |
> Always use `user://` for save data, never `res://`. The `res://` path is read-only in exported builds.
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Save files outlive the schema that wrote them. Always include `"version": <int>` at the top of the saved Dictionary; on load, switch on the version and migrate older saves forward incrementally (`v1 → v2 → v3 → current`). Never break old saves — always migrate.
> See [references/version-migration.md](references/version-migration.md) for the full migration helper pattern.
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Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example…
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must…
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in…
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot…
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels