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2 changes: 1 addition & 1 deletion automated_updates_data.json
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@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "43976b55eef52b973cab5ffcfc6949add0da75cc",
"last_automated_updates_commit": "94b980313b7ac851610e12a55f767dcfc3316d4c",
"last_improved_things": [
{
"date": "2026-02-16",
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4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/linked-objects/index.md
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Expand Up @@ -30,6 +30,10 @@ When used as a **condition**, it also returns false if nothing was picked — us

When an object is **deleted from the scene**, all its links are automatically cleaned up so that other objects no longer point to the removed instance.

## Save and restore links

Links between objects are **saved and restored** by the [Save State extension](/gdevelop5/all-features/save-state). Links involving objects marked as "Do not save" are not persisted — only links where both objects are included in the save are restored.

## Use cases

Linked objects are well suited for **permanent one-to-one or one-to-many relationships** that would be cumbersome to track with variables:
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3 changes: 2 additions & 1 deletion docs/gdevelop5/all-features/save-state/index.md
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Expand Up @@ -4,7 +4,7 @@ title: Save & Load (Save State)

# Save & Load (Save State)

The **Save State** extension allows you to **save and restore the full state of your game** at any time — including all objects, variables, sounds, effects, and more.
The **Save State** extension allows you to **save and restore the full state of your game** at any time — including all objects, variables, sounds, effects, linked object relationships, and more.

It is designed to be **easy to use by default**, while also providing **advanced configuration options** for developers who need finer control over what gets saved or loaded.

Expand Down Expand Up @@ -107,3 +107,4 @@ When you perform a save or load, you can specify one or more profiles — and on
- **Custom objects** are not yet fully serialized. They will be recreated and placed correctly, but their internal state may reset to default.
- **Third-party extensions** that manage data outside of GDevelop’s variable/object system might not be captured.
- **Performance impact:** Saving large games (many objects or variables) can briefly freeze the game; use with care on mobile or web platforms.
- **Linked objects with "Do not save" objects:** Links between two saved objects are fully saved and restored. Links that involve an object marked as "Do not save" are not persisted — the link only survives if both objects are included in the save.