Resource¶
Inherited By:Animation,AnimationNode,AnimationNodeStateMachinePlayback,AnimationNodeStateMachineTransition,AudioBusLayout,AudioEffect,AudioStream,BakedLightmapData,BitMap,ButtonGroup,CryptoKey,CubeMap,Curve,Curve2D,Curve3D,DynamicFontData,EditorSettings,EditorSpatialGizmoPlugin,Environment,Font,GDNativeLibrary,GIProbeData,GLTFAccessor,GLTFAnimation,GLTFBufferView,GLTFCamera,GLTFDocument,GLTFLight,GLTFMesh,GLTFNode,GLTFSkeleton,GLTFSkin,GLTFSpecGloss,GLTFState,GLTFTexture,Gradient,Image,InputEvent,Material,Mesh,MeshLibrary,MultiMesh,NavigationMesh,NavigationPolygon,OccluderPolygon2D,OccluderShape,OpenSimplexNoise,PackedDataContainer,PackedScene,PhysicsMaterial,PolygonPathFinder,RichTextEffect,Script,Shader,Shape,Shape2D,ShortCut,Skin,Sky,SpriteFrames,StyleBox,TextFile,Texture,TextureLayered,Theme,TileSet,Translation,VideoStream,VisualScriptNode,VisualShaderNode,World,World2D,X509Certificate
Base class for all resources.
Description¶
Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit fromReference, resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to aNode, which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as aNode or another resource.
Note: In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
Tutorials¶
Properties¶
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Methods¶
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void | |
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void | take_over_path(String path) |
Signals¶
changed()
Emitted whenever the resource changes.
Note: This signal is not emitted automatically for custom resources, which means that you need to create a setter and emit the signal yourself.
Property Descriptions¶
boolresource_local_to_scene
Default |
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Setter | set_local_to_scene(value) |
Getter | is_local_to_scene() |
Iftrue, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
Stringresource_name
Default |
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Setter | set_name(value) |
Getter | get_name() |
The name of the resource. This is an optional identifier. Ifresource_name is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, theresource_name will be displayed as the tab name in the script editor.
Stringresource_path
Default |
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Setter | set_path(value) |
Getter | get_path() |
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
Method Descriptions¶
void_setup_local_to_scene()virtual
Virtual function which can be overridden to customize the behavior value ofsetup_local_to_scene.
Duplicates the resource, returning a new resource with the exported members copied.Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn't have default values.
By default, sub-resources are shared between resource copies for efficiency. This can be changed by passingtrue to thesubresources argument which will copy the subresources.
Note: Ifsubresources istrue, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Note: When duplicating a resource, onlyexported properties are copied. Other properties will be set to their default value in the new resource.
voidemit_changed()
Emits thechanged signal.
If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).
The method is equivalent to:
emit_signal("changed")
Note: This method is called automatically for built-in resources.
Ifresource_local_to_scene is enabled and the resource was loaded from aPackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returnsnull.
Returns the RID of the resource (or an empty RID). Many resources (such asTexture,Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
voidsetup_local_to_scene()
This method is called when a resource withresource_local_to_scene enabled is loaded from aPackedScene instantiation. Its behavior can be customized by overriding_setup_local_to_scene from script.
For most resources, this method performs no base logic.ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.
voidtake_over_path(String path)
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from settingresource_path, as the latter would error out if another resource was already cached for the given path.