Hi, I've searched everywhere, but unfortunately I can't get it to save a Dictionary into a TileMap. Saving the pointer would be enough for me, because the dictionary is filled with content at runtime and only then assigned.
A Dictonary would also have to be internally just an object, so there should also be a pointer that I can store as an integer, right?
Juergen

Thanks, but I have to admit that when I read it, I still didn't understand the concept.
In the end, is it the same as if I create a new class and store the Dictonary in it?
With a class of type "Object" I have implemented it now for now. Hopefully that shouldn't be too much overhead.

    GDScript doesn't really have pointers. You can pass references around, but they are more limited in a sense than in C++ or other languages. Usually what you want to do is extend a class and then add custom variables. For example, extend TileMap into MyTileMap (or whatever name) and then add your custom stuff.

    Pfoto

    The main difference between an inheriting class and set_meta() is that set_meta() only affects the instance object you're looking at. Meta data is just another dictionary that's part of every object and empty by default. You can use it to store anything that you want associated with a given object instance. When you create a new class, you're guaranteed to have that parameter in every instance. The meta data could be anything.

    Using the meta will be easier, but it will be less flexible. If you are saving data, there is a chance you need to process it, or store numerous variables and or functions, it would be better to extend the class. Though I guess if the Dictionary were small it could be used. For something simple like saving an id number or that type of thing, it would make sense.

    Ok, thanks to all of you for this infos!