Components
This page is the public component map for Lite.
Start from a workflow question:
- "save this object" ->
SaveFlowNodeSource - "save this typed model" ->
SaveFlowTypedDataSourceorSaveFlowTypedStateSource - "save this runtime set" ->
SaveFlowEntityCollectionSource - "save this domain" ->
SaveFlowScope
Core Sources
SaveFlowNodeSource: saves selected state from Godot nodes.SaveFlowTypedDataSource: saves typed GDScript data.SaveFlowDataSource: custom gather/apply source for project-specific logic.SaveFlowEntityCollectionSource: saves runtime entity containers.SaveFlowTypedStateSource: saves typed C# state.
Domain And Runtime Helpers
SaveFlowScope: groups Sources into a save/load domain.SaveFlowIdentity: gives runtime entities stable identity.SaveFlowPrefabEntityFactory: restores entity descriptors into scene nodes.SaveFlowPipelineSignals: emits save/load lifecycle signals without requiring every Source to be subclassed.
Slot Workflow Helpers
SaveFlowSlotWorkflow: active slot and slot ID helpers.SaveFlowSlotCard: typed save-list summary data.- slot metadata resources: typed metadata stored with save files.
Editor Tools
SaveFlow Settings: project-level configuration and setup health.- Scene validator badge: current-scene authoring warnings.
- Source inspector previews: local save plan visibility.
DevSaveManager: runtime save/load testing from the editor.
Component Pages
Read these pages when you are wiring a real scene:
SaveFlowNodeSourcefor authored scene objects.- typed data and C# typed state for system data.
- entity collections for runtime-spawned objects.
- Scopes for domain boundaries.
- slot workflow helpers for save menus, active slots, autosave, and checkpoints.
- pipeline signals for save/load lifecycle hooks.
- editor tools for setup health and scene validation.
For exact method signatures and exported fields, use the Reference section.