The [JSON] enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network.
[method stringify] is used to convert any data type into a JSON string.
[method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [member data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
Returns an [enum Error]. If the parse was successful, it returns [code]OK[/code] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
[b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a Variant to JSON text will convert all numerical values to [float] types.
[b]Note:[/b] If [param full_precision] is [code]true[/code], when stringifying floats, the unreliable digits are stringified in addition to the reliable digits to guarantee exact decoding.
The [param indent] parameter controls if and how something is indented, the string used for this parameter will be used where there should be an indent in the output, even spaces like [code]" "[/code] will work. [code]\t[/code] and [code]\n[/code] can also be used for a tab indent, or to make a newline for each indent respectively.