Guide to the Godot game engine/Plugins/Creating resources

To make a new, you need to make a new script (that is not attached to a node). Here is an example:

(, INT, STRING) property_type =   set_type property :   out = [ {       :,        : [TYPE_INT, TYPE_STRING][property_type] }  ]    out (what): what == : property (what, to): what == : what = to (value): property_type = value value: :        !property : property = int(property) :        !property  : property = (property)

A simple example that shows a resource that can store either an or a.

The  must return an  of s, each with the following values: The following are optional:
 * name : the property's name.
 * type : A constant that begins with.
 * hint (int):  constants.
 * hint_string (String)
 * usage (int):  constants.

is too simple to need to be changed or defined with. Instead,  is used, along with  to process when it is changed.

When  is set, the type of   is changed.

Real-world examples include storing keys or images. A resource just holds data for other scripts, it doesn't actually process it itself.