PackedScene (original) (raw)
Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Inherits: Resource < RefCounted < Object
An abstraction of a serialized scene.
Description
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see Node.owner property).
Note: The node doesn't need to own itself.
Example: Load a saved scene:
Use load() instead of preload() if the path isn't known at compile-time.
var scene = preload("res://scene.tscn").instantiate()
Add the node as a child of the node the script is attached to.
add_child(scene)
Example: Save a node with different owners. The following example creates 3 objects: Node2D (node
), RigidBody2D (body
) and CollisionObject2D (collision
). collision
is a child of body
which is a child of node
. Only body
is owned by node
and pack() will therefore only save those two nodes, but not collision
.
Create the objects.
var node = Node2D.new() var body = RigidBody2D.new() var collision = CollisionShape2D.new()
Create the object hierarchy.
body.add_child(collision) node.add_child(body)
Change owner of body
, but not of collision
.
body.owner = node var scene = PackedScene.new()
Only node
and body
are now packed.
var result = scene.pack(node) if result == OK: var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.")
Tutorials
Methods
Enumerations
enum GenEditState: 🔗
GenEditState GEN_EDIT_STATE_DISABLED = 0
If passed to instantiate(), blocks edits to the scene state.
GenEditState GEN_EDIT_STATE_INSTANCE = 1
If passed to instantiate(), provides local scene resources to the local scene.
Note: Only available in editor builds.
GenEditState GEN_EDIT_STATE_MAIN = 2
If passed to instantiate(), provides local scene resources to the local scene. Only the main scene should receive the main edit state.
Note: Only available in editor builds.
GenEditState GEN_EDIT_STATE_MAIN_INHERITED = 3
It's similar to GEN_EDIT_STATE_MAIN, but for the case where the scene is being instantiated to be the base of another one.
Note: Only available in editor builds.
Method Descriptions
bool can_instantiate() const 🔗
Returns true
if the scene file has nodes.
SceneState get_state() const 🔗
Returns the SceneState representing the scene file contents.
Node instantiate(edit_state: GenEditState = 0) const 🔗
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a Node.NOTIFICATION_SCENE_INSTANTIATED notification on the root node.
Packs the path
node, and all owned sub-nodes, into this PackedScene. Any existing data will be cleared. See Node.owner.