When to Use
Activate this skill when you need to implement or debug save/load systems in a Godot 4.7+ project. Trigger keywords: save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group, encrypted saves, save slots, auto-save.
Typical scenarios:
- Implementing a JSON or binary save system for player progress, settings, or game state.
- Adding version migration logic to handle old save files after schema changes.
- Setting up the PERSIST group pattern for auto-saving nodes.
- Adding encryption, backup slots, or integrity validation to an existing save system.
- Debugging corrupted saves, handle leaks, or cross-session identification issues.
Prerequisites
- Godot 4.7+ (stable, 2026-06-18). Consult the Godot 4.7 migration guide when upgrading from 4.6.
- NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.
- Windows host is primary (PowerShell).
user://resolves to%APPDATA%\Godot\app_userdata\[project_name]on Windows. - A Godot project with an AutoLoad entry for
SaveManager(or equivalent) must exist or be created as part of the procedure.
Procedure
Step 0: Load Reference Scripts (Mandatory)
Before implementing any pattern, read the relevant script from this skill's scripts/ directory:
scripts/save_load_patterns.gd— Load this BEFORE implementing JSON saves, binary snapshots, safe-parsing, or threaded loading. Contains 10 expert patterns including PERSIST group serialization.scripts/save_migration_manager.gd— Load this BEFORE implementing version migration or schema upgrades. Contains automatic migration logic between schema versions.scripts/save_system_encryption.gd— Load this BEFORE implementing encrypted saves. Contains AES-256 encryption with compression.
Step 1: Choose Save Format
| Format | Use Case | Pros | Cons |
|---|---|---|---|
| JSON | Most games, human-readable saves | Debuggable, portable | Slow for large data, no strict types |
Binary (store_var) |
Large saves, performance-critical | Fast, type-preserving | Not human-readable |
| Encrypted | Sensitive data, anti-tamper | Secure | Key management overhead |
Step 2: Implement JSON Save System (Pattern 1 — Recommended for Most Games)
- Create
save_manager.gdas an AutoLoad:
# save_manager.gd
extends Node
const SAVE_PATH := "user://savegame.save"
## Save data to JSON file
func save_game(data: Dictionary) -> void:
var save_file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if save_file == null:
push_error("Failed to open save file: " + str(FileAccess.get_open_error()))
return
var json_string := JSON.stringify(data, "\t") # Pretty print
save_file.store_line(json_string)
save_file.close()
print("Game saved successfully")
## Load data from JSON file
func load_game() -> Dictionary:
if not FileAccess.file_exists(SAVE_PATH):
push_warning("Save file does not exist")
return {}
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
push_error("Failed to open save file: " + str(FileAccess.get_open_error()))
return {}
var json_string := save_file.get_as_text()
save_file.close()
var json := JSON.new()
var parse_result := json.parse(json_string)
if parse_result != OK:
push_error("JSON Parse Error: " + json.get_error_message())
return {}
return json.data as Dictionary
## Delete save file
func delete_save() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)
print("Save file deleted")
- Implement
save_data()andload_data()on persistent nodes:
# player.gd
extends CharacterBody2D
var health: int = 100
var score: int = 0
var level: int = 1
func save_data() -> Dictionary:
return {
"health": health,
"score": score,
"level": level,
"position": {
"x": global_position.x,
"y": global_position.y
}
}
func load_data(data: Dictionary) -> void:
health = data.get("health", 100)
score = data.get("score", 0)
level = data.get("level", 1)
if data.has("position"):
global_position = Vector2(
data.position.x,
data.position.y
)
- Trigger save/load from a game manager:
# game_manager.gd
extends Node
func save_game_state() -> void:
var save_data := {
"player": $Player.save_data(),
"timestamp": Time.get_unix_time_from_system(),
"version": "1.0.0"
}
SaveManager.save_game(save_data)
func load_game_state() -> void:
var data := SaveManager.load_game()
if data.is_empty():
print("No save data found, starting new game")
return
if data.has("player"):
$Player.load_data(data.player)
Step 3: Implement Binary Save System (Pattern 2 — Advanced, Faster)
Use this for large save files or when human-readability isn't needed:
const SAVE_PATH := "user://savegame.dat"
func save_game_binary(data: Dictionary) -> void:
var save_file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if save_file == null:
return
save_file.store_var(data, true) # true = full objects
save_file.close()
func load_game_binary() -> Dictionary:
if not FileAccess.file_exists(SAVE_PATH):
return {}
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
return {}
var data: Dictionary = save_file.get_var(true)
save_file.close()
return data
Step 4: Implement PERSIST Group Pattern (Pattern 3)
For auto-saving nodes tagged with the persist group:
- Add nodes to the
persistgroup in the editor or via code:
add_to_group("persist")
- Implement
save()andload()in each persistent node:
func save() -> Dictionary:
return {
"filename": get_scene_file_path(),
"parent": get_parent().get_path(),
"pos_x": position.x,
"pos_y": position.y,
}
func load(data: Dictionary) -> void:
position = Vector2(data.pos_x, data.pos_y)
- SaveManager collects all persist nodes:
func save_all_persist_nodes() -> void:
var save_nodes := get_tree().get_nodes_in_group("persist")
var save_dict := {}
for node in save_nodes:
if not node.has_method("save"):
continue
save_dict[node.name] = node.save()
save_game(save_dict)
Step 5: Version Your Save Format
const SAVE_VERSION := "1.0.0"
func save_game(data: Dictionary) -> void:
data["version"] = SAVE_VERSION
# ... save logic
func load_game() -> Dictionary:
var data := # ... load logic
if data.get("version") != SAVE_VERSION:
push_warning("Save version mismatch, migrating...")
data = migrate_save_data(data)
return data
Load scripts/save_migration_manager.gd before implementing migrate_save_data().
Step 6: Add Encryption (Optional)
Load scripts/save_system_encryption.gd first, then:
func save_encrypted(data: Variant, password: String) -> void:
var file := FileAccess.open_encrypted_with_pass(SAVE_PATH, FileAccess.WRITE, password)
if file:
file.store_var(data, true)
file.close()
Step 7: Add Rolling Backup Slots
func _create_backup() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.copy_absolute(SAVE_PATH, BACKUP_PATH)
func safe_save(data: Variant) -> void:
_create_backup()
save_encrypted(data, "pass")
Step 8: Add Integrity Validation (SHA-256)
func verify_save_integrity(path: String, expected_hash: String) -> bool:
var current_hash := FileAccess.get_sha256(path)
return current_hash == expected_hash
func load_with_validation() -> Variant:
if not verify_save_integrity(SAVE_PATH, stored_hash):
return _load_from_backup()
return load_encrypted(SAVE_PATH, "pass")
Step 9: Auto-Save Pattern
var auto_save_timer: Timer
func _ready() -> void:
auto_save_timer = Timer.new()
add_child(auto_save_timer)
auto_save_timer.wait_time = 300.0
auto_save_timer.timeout.connect(_on_auto_save)
auto_save_timer.start()
func _on_auto_save() -> void:
save_game_state()
print("Auto-saved")
Pitfalls
NEVER Do (Hard Rules)
- NEVER save without a version field — Old saves will break on schema changes. Always include
"version": "1.0.0"and implement migration logic. - NEVER use absolute OS paths — Hardcoding
C:/Users/...breaks on every other machine. Always useuser://. - NEVER attempt to save Node references directly — Nodes are objects, not raw data. Extract primitives (positions, health, levels) into a
DictionaryorResource. - NEVER forget to close FileAccess handles — Explicit
close()is safer for long-running logic, even though Godot 4 auto-closes on scope exit. - NEVER use JSON for very large binary data — Base64 in JSON is slow and bloated. Use
store_var()or separate asset files. - NEVER trust loaded data without validation — Users can edit save files. Always use
data.get("field", default_value)and validate ranges. - NEVER trigger a save during high-frequency physics or animation updates — A crash mid-write corrupts the file. Save only on explicit game events (menu, level end, checkpoint).
- NEVER modify a save Dictionary while iterating over its keys — Calling
erase()oradd()inside a loop over the same dictionary causes iteration errors. Usedata.duplicate(). - NEVER store raw passwords or sensitive credentials in unencrypted JSON — Use
FileAccess.open_encrypted_with_pass(). - NEVER use
ResourceLoader.load()for massive scenes on the main thread — It causes a visible freeze. UseResourceLoader.load_threaded_request(). - NEVER rely on
get_instance_id()for cross-session identification — Runtime IDs change on restart. Generate persistentStringUUIDs. - NEVER forget to call
duplicate(true)on a loaded Resource stats block — Multiple enemies loading the samegoblin_stats.treswill share one health pool unless duplicated. - NEVER use the
"allow_objects"flag instore_var/get_varfor untrusted data — Full object decoding is a security risk for downloaded saves. - NEVER use JSON for data requiring strict type preservation — JSON converts
Vector3to a string or dictionary. Usevar_to_bytes()or binary format. - NEVER leave internal metadata (
set_meta) in persistent dictionaries — It inflates save file size. Clean dictionaries before serialization.
Common Gotchas
Saved Vector2/Vector3 not loading correctly:
# ✅ Store as x, y, z components
"position": {"x": pos.x, "y": pos.y}
# Then reconstruct:
position = Vector2(data.position.x, data.position.y)
Resource paths not resolving:
# ✅ Store resource paths as strings
"texture_path": texture.resource_path
# Then reload:
texture = load(data.texture_path)
Verification
Verify Save File Exists (PowerShell)
# Check the user:// save location on Windows
$savePath = "$env:APPDATA\Godot\app_userdata\YOUR_PROJECT_NAME\savegame.save"
Test-Path $savePath
Expected output: True after a successful save.
Verify JSON Content (PowerShell)
Get-Content "$env:APPDATA\Godot\app_userdata\YOUR_PROJECT_NAME\savegame.save" | ConvertFrom-Json
Expected: A PowerShell object with fields matching your save schema, including a version field.
In-Engine Test
func _ready() -> void:
if OS.is_debug_build():
test_save_load()
func test_save_load() -> void:
var test_data := {"test_key": "test_value", "number": 42}
save_game(test_data)
var loaded := load_game()
assert(loaded.test_key == "test_value")
assert(loaded.number == 42)
print("Save/Load test passed")
Expected console output: Save/Load test passed
Verify Integrity Hash (PowerShell)
Get-FileHash "$env:APPDATA\Godot\app_userdata\YOUR_PROJECT_NAME\savegame.save" -Algorithm SHA256
Compare the hash against the stored expected_hash value.
Related Skills
- godot-master — Master Godot skill with cross-cutting patterns. See
../godot-master/SKILL.md. - godot-scene-management — For threaded scene loading patterns referenced in this skill.