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Components

This page is the public component map for Lite.

Start from a workflow question:

  • "save this object" -> SaveFlowNodeSource
  • "save this typed model" -> SaveFlowTypedDataSource or SaveFlowTypedStateSource
  • "save this runtime set" -> SaveFlowEntityCollectionSource
  • "save this domain" -> SaveFlowScope

SaveFlow component choice in Godot

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:

  • SaveFlowNodeSource for 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.