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Search will generally match any assets that contains all words from the search query. The words can be anywhere in the asset name, description or tags. All search queries are case independent.

To narrow down search results, you can use the following operators:

  • godot | engine
    will match if either "godot" or "engine" are found
  • godot MAYBE engine
    will match if "godot" is found, while ranking items higher that also match "engine"
  • godot -engine (alternative syntax: godot !engine)
    will only match if "godot" is found in an item that does not contain "engine"
  • @name godot @description engine
    will match if "godot" is found in the asset name, and "engine" is found in the asset description
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    will match "godot" as a separated word, so it would not match "godotengine" while it will match "godot engine"
  • "godot engine"
    will match the exact string "godot engine" (so it won't match "engine godot")

Save System : zvArch 0

by z71 | MIT

zvArch is a data saving and loading plugin based on ".zv"—a custom file format designed to be simple, easy to read, and easy to integrate

What is zvArch? zvArch is a data saving/loading plugin based on the ".zv" custom file format, designed to be simple, easy to read, and easy to integrate. API (Read the README for more info) zvArch.savezv(path,data,metadata) Saves a dictionary to the

Saveable 0

by Phlegm | MIT

A save system for Godot C#. It uses Newtonsoft.Json for serialization and deserialization. It supports both encrypted, compressed and regular mode

A save system for Godot C# Forked from Mr. Robin. Updated and maintained by Phlegmlee. 🔑 Features Saving entire node trees. Uses Newtonsoft.Json for serialization and deserialization. Supports both encrypted, compressed and regular mode. ISaveable

Threaded Resource Save-Load 0

by Mero | MIT

This plugin allows you to save/load resources in the background using threads, preventing main thread freezes and handling the process using signals

About This plugin allows you to save/load resources in the background using threads, preventing main-thread freezes and handling save/load operations through signals. Features adjusting threads amount to use per task progress/errors/start/complete signals

PersistableObjects 0

by Doodle | MIT

Automatically persist objects between scene changes and on initialization. To use, simply add PersistComponent as a child of the object you want to persist and supply a unique_id

Automatically persist objects between scene changes and on initialization. This is meant to be used for things like preserving object positions between changing scenes, so they remain there when you return. Any attribute should be possible to persist, but

Loveable Saves 0

by Turnback Studio | Creative Commons Attribution 4.0

Ergonomically Save and Load object data using the Decorator Pattern & Reflection. No jumping through hoops, it's all taken care of by this Save System

Documentation | GitHub Ever wanted to just tell your game to save whatever you need from an object in your game? A player's name, killcount or whatever else? Never liked having to jump through hoops to simply store some data, and load it up? That's

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