Inherited By: Animation, AnimationNode, AnimationNodeStateMachinePlayback, AnimationNodeStateMachineTransition, AudioBusLayout, AudioEffect, AudioStream, BakedLightmapData, BitMap, ButtonGroup, CubeMap, Curve, Curve2D, Curve3D, DynamicFontData, EditorSettings, EditorSpatialGizmoPlugin, Environment, Font, GDNativeLibrary, GIProbeData, Gradient, Image, InputEvent, Material, Mesh, MeshLibrary, MultiMesh, NavigationMesh, NavigationPolygon, OccluderPolygon2D, OpenSimplexNoise, PackedDataContainer, PackedScene, PhysicsMaterial, PolygonPathFinder, Script, Shader, Shape, Shape2D, ShortCut, Sky, SpriteFrames, StyleBox, TextFile, Texture, TextureLayered, Theme, TileSet, Translation, VideoStream, VisualScriptNode, VisualShaderNode, World, World2D
Base class for all resources.
|void||_setup_local_to_scene ( ) virtual|
|Resource||duplicate ( bool subresources=false ) const|
|Node||get_local_scene ( ) const|
|RID||get_rid ( ) const|
|void||setup_local_to_scene ( )|
|void||take_over_path ( String path )|
Emitted whenever the resource changes.
Resource is the base class for all Godot-specific resource types, serving primarily as data containers. They are reference counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a Node, which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a Node or another resource.
true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
The name of the resource. This is an optional identifier.
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
Virtual function which can be overridden to customize the behavior value of setup_local_to_scene.
Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency, this can be changed by passing
true to the
Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high level abstractions of resources stored in a server, so this function will return the original RID.
For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting resource_path, as the latter would error out if another resource was already cached for the given path.
© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.