数据与研究

godot-save-load-systems

thedivergentai/…c-skills

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.

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安装命令

npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-save-load-systems

SKILL.md

NEVER Do

  • NEVER save without a version field — When you update your game's data structure, old saves will break. Always include a "version": "1.0.0" field and implement migration logic.
  • NEVER use absolute OS paths — Hardcoding C:/Users/... will break on every other machine. Always use the user:// protocol, which Godot maps to the correct OS-specific app data folder.
  • NEVER attempt to save Node references directly — Nodes are objects, not raw data. Extract the necessary primitive data (positions, health, levels) into a Dictionary or Resource instead.
  • NEVER forget to close FileAccess handles — Leaving a file open can lead to handle leaks and save-file corruption. In Godot 4, files auto-close when the variable goes out of scope, but explicit close() is safer for long-running logic.
  • NEVER use JSON for very large binary data — Storing 10MB of texture data as Base64 in JSON is slow and bloats file size. Use binary store_var() or separate dedicated asset files.
  • NEVER trust loaded data without validation — Users can edit save files. Always use data.get("field", default_value) and validate that numbers are within expected ranges to prevent crashes.
  • NEVER trigger a save during high-frequency physics or animation updates — A crash mid-write will corrupt the file. Save only on explicit game events like entering a menu, finishing a level, or at a checkpoint.
  • NEVER modify a save Dictionary while iterating over its keys — Calling erase() or add() inside a loop over the same dictionary causes iteration errors. Use data.duplicate() to iterate safely.
  • NEVER store raw passwords or sensitive credentials in unencrypted JSON — If you have sensitive data, use FileAccess.open_encrypted_with_pass() to secure it.
  • NEVER use ResourceLoader.load() for massive scenes on the main thread — It causes a visible freeze. Use ResourceLoader.load_threaded_request() to load levels in the background.
  • NEVER rely on get_instance_id() for cross-session identification — These IDs are assigned at runtime and change every time the game restarts. Generate your own persistent String UUIDs for game objects.
  • NEVER forget to call duplicate(true) on a loaded Resource stats block — If multiple enemies load the same "goblin_stats.tres", they will all share the same health pool unless duplicated.
  • NEVER use the "allow_objects" flag in store_var/get_var for untrusted data — Setting this to true allows full object decoding, which is a major security risk for saves downloaded from the web.
  • NEVER use JSON for data requiring strict type preservation — JSON converts Vector3 to a string or dictionary. For strict data types, use var_to_bytes() or a binary format.
  • NEVER leave internal metadata (set_meta) in persistent dictionaries — This unnecessarily inflates save file size. Clean your dictionaries before serialization.