Copy the addons/jsonConverter/ directory into the addons/ directory of your
Godot project. JsonConverter.gd declares the global class JSONConverter, so
you can use it from any GDScript without creating an instance or configuring an
autoload.
Convert a Resource to a JSON string:
var resource := preload("res://my_resource.tres")
var json := JSONConverter.stringify(resource)
# Optionally use spaces instead of the default tab indentation.
var formatted_json := JSONConverter.stringify(resource, " ")
Restore a Resource from JSON:
var resource: Resource = JSONConverter.parse(json)
if resource == null:
push_error("The JSON could not be converted to a Resource.")
The generic convert() method chooses the direction based on its argument:
var json: String = JSONConverter.convert(resource)
var restored_resource: Resource = JSONConverter.convert(json)
If you do not want to use the global class name, preload the script explicitly:
const JsonConverter := preload("res://addons/jsonConverter/JsonConverter.gd")
var json := JsonConverter.stringify(resource)
var restored_resource := JsonConverter.parse(json)
All public methods are static, so JSONConverter.new() is not required. The
aliases resource_to_json() and json_to_resource() are also available if you
prefer more explicit method names.
Changelog for version 1.4-alpha
No changelog provided for this version.