As the title says. Working on making a GDExtension to add a custom archive format to export to instead of PCK or Zip. Main reason is the format I am adding is not only compressed with ZStandard, which I know Godot supports already, but is also a format my studio made for our previous projects before moving to Godot.

Already have the library for it ready and implemented in C++ I just need to figure out the entry point into Godot’s virtual filesystem and the export/pack loading process. So that way, when exporting we can choose our format like how you can with pck and zip. And so “load_resource_pack” from the ProjectSettings singleton will recognize the custom format and load it.

Struggling to figure out how pck and zip are being hooked into this system.