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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -88,6 +88,10 @@
{
"date": "2026-04-02",
"summary": "Improved multiplayer docs: added Quick Join section, documented player username/ping/last-joined/last-left expressions, lobby ID expression, custom message variable variant, and synchronization rate action"
},
{
"date": "2026-04-06",
"summary": "Improved save-state docs (documented SaveJustFailed/LoadJustFailed conditions and TimeSinceLastSave/TimeSinceLastLoad expressions) and resources-loading docs (added SceneLoadingProgress expression and AreSceneAssetsLoaded condition)"
}
]
}
5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/resources-loading/index.md
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Expand Up @@ -48,6 +48,11 @@ Default intermediary loading screens can be replaced by custom scenes using the

![](loading-screen-events.png)

When building a custom loading screen you can use:

- **Scene preloaded** condition: becomes true once all resources for a given scene have finished loading in the background.
- **Scene loading progress** expression: returns a value between `0` and `1` representing how much of a scene's resources have loaded. Use it to drive a progress bar or spinner.

## Reference

All actions, conditions and expressions are listed in [the scene reference page](/gdevelop5/all-features/scene/reference/).
6 changes: 5 additions & 1 deletion docs/gdevelop5/all-features/save-state/index.md
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Expand Up @@ -56,7 +56,11 @@ This is useful for:

## 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).
The extension provides conditions and expressions to check the result of save and load operations:

- **Save just succeeded** / **Save just failed**: conditions that are true the frame after a save completes, letting you show a confirmation message or handle errors.
- **Load just succeeded** / **Load just failed**: conditions that are true the frame after a load completes. "Load just succeeded" is ideal for running logic right after a scene is restored — unlike "At the beginning of the scene", the scene is already fully started at that point (it was "frozen in time" in the save state).
- **Time since last save** / **Time since last load**: expressions that return the number of seconds elapsed since the last save or load. They return `-1` if no save or load has happened yet in the current session. Use these to implement autosave timers (e.g., autosave every 60 seconds).

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

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