An abstraction of a serialized scene.
|bool||can_instance ( ) const|
|SceneState||get_state ( )|
|Node||instance ( int edit_state=0 ) const|
|int||pack ( Node path )|
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.
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 node it owns get saved (see
owner property on Node). Note that the node doesn’t need to own itself.
Example of saving a node:
var scene = PackedScene.new() var result = scene.pack(child) if result == OK: ResourceSaver.save("res://path/name.scn", scene) // or user://...
true if the scene file has nodes.
SceneState representing the scene file contents.
Instantiates the scene’s node hierarchy. Triggers child scene instantiation(s). Triggers the enum Object.NOTIFICATION_INSTANCED notification on the root node.
Pack will ignore any sub-nodes not owned by given node. See Node.set_owner.
© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.