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godot-resources

gamedev-skills/awesome-gamedev-agent-skills

Design data-driven Godot 4.7 games with custom Resource classes and .tres/.res files.

What is godot-resources?

Model game data as reusable, Inspector-editable Resource objects instead of hard-coded values. Use this skill when representing items, stats, enemy configs, dialogue, or level metadata as data; authoring .tres files in the Inspector; or loading/saving custom resources at runtime.

  • Define typed data with class_name and @export fields, editable in the Inspector without code
  • Create and manage .tres (text, diff-friendly) or .res (binary, compact) resource files
  • Reference resources from nodes via @export variables or arrays of custom Resource types
  • Load resources at runtime with preload (constant paths) or ResourceLoader.load (variable paths), including threaded loading for large assets
  • Duplicate resources before mutating to avoid changing shared instances across all nodes
  • Save generated or edited resources at runtime with ResourceSaver.save to user:// directories

How to install godot-resources

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-resources
Prerequisites
  • Godot 4.7 or compatible 4.x version installed
  • Basic understanding of GDScript @export annotations and class_name declarations
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How to use godot-resources

  1. 1.Create a new GDScript file extending Resource with class_name and @export fields (e.g., ItemResource)
  2. 2.Right-click in the FileSystem dock, select 'New Resource', choose your custom Resource class, and save as .tres or .res
  3. 3.Edit the resource's fields in the Inspector and save
  4. 4.In a node script, declare @export var data: ItemResource or @export var items: Array[ItemResource] and drag .tres files into the Inspector
  5. 5.At runtime, access resource data directly (e.g., item.display_name) or use ResourceLoader.load() for variable paths
  6. 6.Call duplicate(true) on a resource before mutating it if multiple nodes share the same instance
  7. 7.Use ResourceSaver.save(resource, 'user://path.tres') to persist modified resources to the writable user:// directory

Use cases

Good for
  • Define an ItemResource with id, display_name, icon, and max_stack, then create sword.tres and shield.tres in the FileSystem dock and edit them in the Inspector
  • Assign an array of ItemResource .tres files to a node's @export var starting_items and iterate through them at runtime
  • Duplicate a template ItemResource before modifying its value so changes don't affect the original .tres file or other nodes using it
  • Load a config Resource from user://config.tres at startup and save player-modified settings back to disk
  • Create enemy stat Resources (health, damage, loot table) as .tres files and reference them from enemy scene instances
Who it's for
  • Godot 4.x game developers building data-driven games with reusable assets
  • Game designers who want to author item, enemy, or level data in the Inspector without touching code
  • Programmers modeling game configs, dialogue, or loot tables as structured data objects

godot-resources FAQ

Why does my Resource not appear in the 'New Resource' dialog?

The Resource class must have class_name declared at the top of the script. Without it, the editor cannot instantiate it from the dialog.

What's the difference between .tres and .res files?

.tres is text-based (human-readable, diff-friendly, slower to load) and .res is binary (compact, faster to load). Use .tres for data you want to version-control and .res for large assets.

How do I avoid all nodes sharing the same Resource instance?

Call duplicate(true) on the resource before assigning it to a node or storing it in a variable. This creates a deep copy so mutations don't affect the original .tres file or other instances.

Can I save Resources to res:// in an exported game?

No. res:// is read-only in exported games. Always save runtime data to user:// instead. ResourceSaver.save to res:// only works in the editor.

Should I store scene nodes inside a Resource?

No. Resources hold data, not live scene nodes. If you need to reference a scene, use @export var scene: PackedScene instead and instantiate it at runtime.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: godot-resources description: > 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

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 .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 appear in the "New Resource" dialog or as an @export type.
  • res:// is read-only in exported games. Write runtime data to user://, 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.
  • 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.
  • Don't put secrets in .tres — they ship in plain text inside the export.

References

  • For threaded/background loading (load_threaded_request), @tool resources with custom setup, custom ResourceFormatLoader/Saver, resource-local-to-scene, and resource UIDs, read references/resource-patterns.md.

Related skills

  • 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.