PackedScene¶
Inherits: Resource < Reference < Object
Inherited By: PackedSceneGLTF
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 owner
property on Node).
Note: The node doesn't need to own itself.
Example of loading a saved scene:
# Use `load()` instead of `preload()` if the path isn't known at compile-time.
var scene = preload("res://scene.tscn").instance()
# Add the node as a child of the node the script is attached to.
add_child(scene)
Example of saving a node with different owners: The following example creates 3 objects: Node2D
(node
), RigidBody2D
(rigid
) and CollisionObject2D
(collision
). collision
is a child of rigid
which is a child of node
. Only rigid
is owned by node
and pack
will therefore only save those two nodes, but not collision
.
# Create the objects.
var node = Node2D.new()
var rigid = RigidBody2D.new()
var collision = CollisionShape2D.new()
# Create the object hierarchy.
rigid.add_child(collision)
node.add_child(rigid)
# Change owner of `rigid`, but not of `collision`.
rigid.owner = node
var scene = PackedScene.new()
# Only `node` and `rigid` are now packed.
var result = scene.pack(node)
if result == OK:
var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
if error != OK:
push_error("An error occurred while saving the scene to disk.")
Tutorials¶
Properties¶
|
Methods¶
can_instance ( ) const |
|
get_state ( ) |
|
instance ( GenEditState edit_state=0 ) const |
|
Enumerations¶
enum GenEditState:
GenEditState GEN_EDIT_STATE_DISABLED = 0
If passed to instance, blocks edits to the scene state.
GenEditState GEN_EDIT_STATE_INSTANCE = 1
If passed to instance, provides local scene resources to the local scene.
Note: Only available in editor builds.
GenEditState GEN_EDIT_STATE_MAIN = 2
If passed to instance, 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.
Property Descriptions¶
Dictionary _bundled = {"conn_count": 0,"conns": PoolIntArray( ),"editable_instances": [ ],"names": PoolStringArray( ),"node_count": 0,"node_paths": [ ],"nodes": PoolIntArray( ),"variants": [ ],"version": 2}
A dictionary representation of the scene contents.
Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
Method Descriptions¶
bool can_instance ( ) const
Returns true
if the scene file has nodes.
SceneState get_state ( )
Returns the SceneState
representing the scene file contents.
Node instance ( GenEditState edit_state=0 ) const
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a Node.NOTIFICATION_INSTANCED notification on the root node.
Pack will ignore any sub-nodes not owned by given node. See Node.owner.