godot-resources Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "godot-resources" skill by following the instructions at https://skill123.me/install/godot-resources.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/godot-resources.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 4 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
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**.
Documentation
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 copy
### 4. Save and load a resource at runtime
View full documentation
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
Pitfalls
- **Resources are shared by reference.** A single
.tresassigned 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_namerequired 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 touser://, 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.
- **
preloadvsload.**preloadneeds 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),@toolresources with custom
setup, custom ResourceFormatLoader/Saver, resource-local-to-scene, and resource UIDs,
read references/resource-patterns.md.
Related skills
godot-gdscript—@exportannotations 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.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
