Resource
Inherits:RefCounted<Object
Inherited By:Animation,AnimationLibrary,AnimationNode,AnimationNodeStateMachinePlayback,AnimationNodeStateMachineTransition,AudioBusLayout,AudioEffect,AudioStream,BitMap,BoneMap,ButtonGroup,CameraAttributes,ColorPalette,Compositor,CompositorEffect,CryptoKey,Curve,Curve2D,Curve3D,EditorNode3DGizmoPlugin,EditorSettings,Environment,FoldableGroup,Font,GDExtension,GLTFAccessor,GLTFAnimation,GLTFBufferView,GLTFCamera,GLTFDocument,GLTFDocumentExtension,GLTFLight,GLTFMesh,GLTFNode,GLTFPhysicsBody,GLTFPhysicsShape,GLTFSkeleton,GLTFSkin,GLTFSpecGloss,GLTFState,GLTFTexture,GLTFTextureSampler,Gradient,Image,ImporterMesh,InputEvent,JSON,LabelSettings,LightmapGIData,Material,Mesh,MeshLibrary,MissingResource,MultiMesh,NavigationMesh,NavigationMeshSourceGeometryData2D,NavigationMeshSourceGeometryData3D,NavigationPolygon,Noise,Occluder3D,OccluderPolygon2D,OggPacketSequence,OpenXRAction,OpenXRActionMap,OpenXRActionSet,OpenXRBindingModifier,OpenXRHapticBase,OpenXRInteractionProfile,OpenXRIPBinding,PackedDataContainer,PackedScene,PhysicsMaterial,PolygonPathFinder,RDShaderFile,RDShaderSPIRV,RichTextEffect,SceneReplicationConfig,Script,Shader,ShaderInclude,Shape2D,Shape3D,Shortcut,SkeletonModification2D,SkeletonModificationStack2D,SkeletonProfile,Skin,Sky,SpriteFrames,StyleBox,SyntaxHighlighter,Texture,Theme,TileMapPattern,TileSet,TileSetSource,Translation,VideoStream,VideoStreamPlayback,VisualShaderNode,VoxelGIData,World2D,World3D,X509Certificate
Base class for serializable objects.
Description
Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit fromRefCounted, resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk.PackedScene, one of the most commonObjects in a Godot project, is also a resource, uniquely capable of storing and instantiating theNodes it contains as many times as desired.
In GDScript, resources can loaded from disk by theirresource_path using@GDScript.load() or@GDScript.preload().
The engine keeps a global cache of all loaded resources, referenced by paths (seeResourceLoader.has_cached()). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference.
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 remain in memory for a while before being removed.
Tutorials
Properties
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Methods
duplicate_deep(deep_subresources_mode:DeepDuplicateMode = 1)const | |
get_id_for_path(path:String)const | |
set_id_for_path(path:String, id:String) | |
set_path_cache(path:String) | |
take_over_path(path:String) |
Signals
changed()🔗
Emitted when the resource changes, usually when one of its properties is modified. See alsoemit_changed().
Note: This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal.
setup_local_to_scene_requested()🔗
Deprecated: This signal is only emitted when the resource is created. Override_setup_local_to_scene() instead.
Emitted by a newly duplicated resource withresource_local_to_scene set totrue.
Enumerations
enumDeepDuplicateMode:🔗
DeepDuplicateModeDEEP_DUPLICATE_NONE =0
No subresorces at all are duplicated. This is useful even in a deep duplication to have all the arrays and dictionaries duplicated but still pointing to the original resources.
DeepDuplicateModeDEEP_DUPLICATE_INTERNAL =1
Only subresources without a path or with a scene-local path will be duplicated.
DeepDuplicateModeDEEP_DUPLICATE_ALL =2
Every subresource found will be duplicated, even if it has a non-local path. In other words, even potentially big resources stored separately will be duplicated.
Property Descriptions
boolresource_local_to_scene =false🔗
boolis_local_to_scene()
Iftrue, the resource is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (seePackedScene.instantiate()).
Note: Changing this property at run-time has no effect on already created duplicate resources.
Stringget_name()
An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor.
Note: Some resource formats do not support resource names. You can still set the name in the editor or via code, but it will be lost when the resource is reloaded. For example, only built-in scripts can have a resource name, while scripts stored in separate files cannot.
Stringget_path()
The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be thePackedScene's filepath, followed by a unique identifier.
Note: Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, usetake_over_path().
Stringresource_scene_unique_id🔗
Stringget_scene_unique_id()
A unique identifier relative to the this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside aPackedScene. If the resource is not inside a scene, this property is empty by default.
Note: When thePackedScene is saved, if multiple resources in the same scene use the same ID, only the earliest resource in the scene hierarchy keeps the original ID. The other resources are assigned new IDs fromgenerate_scene_unique_id().
Note: Setting this property does not emit thechanged signal.
Warning: When setting, the ID must only consist of letters, numbers, and underscores. Otherwise, it will fail and default to a randomly generated ID.
Method Descriptions
Override this method to return a customRID whenget_rid() is called.
For resources that store state in non-exported properties, such as viaObject._validate_property() orObject._get_property_list(), this method must be implemented to clear them.
void_set_path_cache(path:String)virtualconst🔗
Override this method to execute additional logic afterset_path_cache() is called on this object.
void_setup_local_to_scene()virtual🔗
Override this method to customize the newly duplicated resource created fromPackedScene.instantiate(), if the original'sresource_local_to_scene is set totrue.
Example: Set a randomdamage value to every local resource from an instantiated scene:
extendsResourcevardamage=0func_setup_local_to_scene():damage=randi_range(10,40)
Resourceduplicate(deep:bool = false)const🔗
Duplicates this resource, returning a new resource with itsexported or@GlobalScope.PROPERTY_USAGE_STORAGE properties copied from the original.
Ifdeep isfalse, ashallow copy is returned: nestedArray,Dictionary, andResource properties are not duplicated and are shared with the original resource.
Ifdeep istrue, adeep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). AnyResource found inside will only be duplicated if it's local, likeDEEP_DUPLICATE_INTERNAL used withduplicate_deep().
The following exceptions apply:
Subresource properties with the@GlobalScope.PROPERTY_USAGE_ALWAYS_DUPLICATE flag are always duplicated (recursively or not, depending on
deep).Subresource properties with the@GlobalScope.PROPERTY_USAGE_NEVER_DUPLICATE flag are never duplicated.
Note: For custom resources, this method will fail ifObject._init() has been defined with required parameters.
Note: When duplicating withdeep set totrue, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you'll get a new resource A' referencing a new resource B' twice.
Resourceduplicate_deep(deep_subresources_mode:DeepDuplicateMode = 1)const🔗
Duplicates this resource, deeply, likeduplicate()(true), with extra control over how subresources are handled.
deep_subresources_mode must be one of the values fromDeepDuplicateMode.
Emits thechanged signal. This method is called automatically for some built-in resources.
Note: For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that customObjects depending on the resource are properly updated.
vardamage:set(new_value):ifdamage!=new_value:damage=new_valueemit_changed()
Stringgenerate_scene_unique_id()static🔗
Generates a unique identifier for a resource to be contained inside aPackedScene, based on the current date, time, and a random value. The returned string is only composed of letters (a toy) and numbers (0 to8). See alsoresource_scene_unique_id.
Stringget_id_for_path(path:String)const🔗
From the internal cache for scene-unique IDs, returns the ID of this resource for the scene atpath. If there is no entry, an empty string is returned. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extendingResourceFormatLoader andResourceFormatSaver.
Note: This method is only implemented when running in an editor context. At runtime, it returns an empty string.
Ifresource_local_to_scene is set totrue and the resource has been loaded from aPackedScene instantiation, returns the rootNode of the scene where this resource is used. Otherwise, returnsnull.
Returns theRID of this resource (or an empty RID). Many resources (such asTexture2D,Mesh, and so on) are high-level abstractions of resources stored in a specialized server (DisplayServer,RenderingServer, etc.), so this function will return the originalRID.
Returnstrue if the resource is saved on disk as a part of another resource's file.
Makes the resource clear its non-exported properties. See also_reset_state(). Useful when implementing a custom resource format by extendingResourceFormatLoader andResourceFormatSaver.
voidset_id_for_path(path:String, id:String)🔗
In the internal cache for scene-unique IDs, sets the ID of this resource toid for the scene atpath. Ifid is empty, the cache entry forpath is cleared. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extendingResourceFormatLoader andResourceFormatSaver.
Note: This method is only implemented when running in an editor context.
voidset_path_cache(path:String)🔗
Sets the resource's path topath without involving the resource cache. Useful for handlingCacheMode values when implementing a custom resource format by extendingResourceFormatLoader andResourceFormatSaver.
Deprecated: This method should only be called internally.
Calls_setup_local_to_scene(). Ifresource_local_to_scene is set totrue, this method is automatically called fromPackedScene.instantiate() by the newly duplicated resource within the scene instance.
voidtake_over_path(path:String)🔗
Sets theresource_path topath, potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.