Saving loading and expoting in my Godot VFX Tool. Since my tool is primarily meant to export directly to godot, should I handle saves as simply scene files that work directly in godot, or should I do a seperate export option for that and store saves in another type of file?

The drawback to using scene files is that the saves wouldn't be as recognizably belonging to my app, which could lead to mixups.

Use Godot's scene files
0%
Seperate export option for godot
100%
Poll ended at .

@binbun3d an import plugin on Godot's side would be much better than an export option, because there would be no need to manage a separate .tscn file.

Since I started using the Importality plugin, I no longer have both a .png and .aseprite file for each sprite anymore. Just the Aseprite specific file.

@fabiosantoscode that's a good suggestion overall and thanks for bringing the addon to my attention, but the thing is that this tool is made in godot and the save files are already technically .tscn files under the hood, so they can simply be saved and they'd work directly in godot.

Problem is that you can't really open any .tscn on this app specifically, so I'm thinkig wether or not to keep the save files with the .tscn extension and just accept the fact that people may mistakenly open others

@binbun3d I see!

In that case I think using a separate extension is still better, because of the operating system's "open with" / file type association, also Godot's "open in external tool" and file icons.

It also prevents Godot's "Update Project Files" from causing unnecessary changes in git when the .tscn format changes.