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12 changes: 12 additions & 0 deletions docs/gdevelop5/all-features/save-state/index.md
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Variable-based saves are stored only in memory — they are **not persisted** between game sessions. You must persist the variable somewhere if you want to keep the save state.


## Managing Saves

Besides saving and loading, the extension provides actions to **manage the saves** stored on the device, which is handy to build a "load game" menu with multiple save slots:

- **List existing saves**: stores the list of saves in a variable (an array of structures with each save's `name` and its `savedAt`/`updatedAt` timestamps).
- **Check if a save exists**, **Delete a save** and **Duplicate a save**.

See the description of each action in the editor (and the "Save & Load" example) for the details.


## Monitoring Save/Load Operations

The extension provides a few **expressions and conditions** to help you monitor saves and loads. In particular, the "Load just succeeded" condition is perfect to run some logic after a scene was loaded. This is somewhat similar to "At the beginning of the scene", except that after a loading a scene is already considered as started (because it was "frozen in time" in the save state).

Saving, loading and the management actions run **asynchronously**. On these actions you can enable **"Wait for the action to complete before executing the actions (and subevents) following it"** to run some logic only once the operation is done (for example showing a confirmation or changing scene after a load). The "succeeded"/"failed" conditions remain useful to know whether the operation actually worked.

## Advanced: Excluding Objects from Save States with the “Save Configuration” Behavior.

By default, everything in the game is saved — all objects, scene data, and variables. In practice, there are objects you might want not to save, like interface elements, virtual joystick, backgrounds, etc...
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