gamedev-skills/godot-resources
> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-resources
Model game data as reusable, Inspector-editable Resource objects instead of hard-coded
values, and load/save them as .tres/.res. Targets Godot 4.3+.
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.
Resource with class_name and @export fields. It now appears in the"New Resource" dialog and as an @export type, editable in the Inspector.
.tres files in the FileSystem dock (text, diff-friendly) or.res (binary, smaller/faster). Edit their fields in the Inspector — no code needed.
@export var data: ItemResource, or arrays@export var loot: Array[ItemResource].
preload (constant path) or load/ResourceLoader.load(variable path). Use threaded loading for large assets.
changes too (resources are shared references).
ResourceSaver.save.# 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.
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])
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 copy
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 null
.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 appearin the "New Resource" dialog or as an @export type.
res:// is read-only in exported games. Write runtime data to user://, neverres://. ResourceSaver.save to res:// only works in the editor.
scene nodes. Reference scenes via PackedScene, not node instances.
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.
.tres — they ship in plain text inside the export.load_threaded_request), @tool resources with customsetup, custom ResourceFormatLoader/Saver, resource-local-to-scene, and resource UIDs,
read references/resource-patterns.md.
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.Take gamedev-skills/godot-resources from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.