Inherits: Resource < RefCounted < Object
An abstraction of a serialized scene.
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 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").instantiate()
# Add the node as a child of the node the script is attached to.
add_child(scene)
C#// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
// Add the node as a child of the node the script is attached to.
AddChild(scene);
Example of saving 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.")
C#// Create the objects.
var node = new Node2D();
var body = new RigidBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
body.AddChild(collision);
node.AddChild(body);
// Change owner of `body`, but not of `collision`.
body.Owner = node;
var scene = new PackedScene();
// Only `node` and `body` are now packed.
Error result = scene.Pack(node);
if (result == Error.Ok)
{
Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
if (error != Error.Ok)
{
GD.PushError("An error occurred while saving the scene to disk.");
}
}
|
can_instantiate ( ) const | |
get_state ( ) const | |
instantiate ( GenEditState edit_state=0 ) const | |
0
If passed to instantiate, blocks edits to the scene state.
1
If passed to instantiate, provides local scene resources to the local scene.
Note: Only available in editor builds.
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.
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.
{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 3 }
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 paths to overridden nodes, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
Returns true if the scene file has nodes.
Returns the SceneState representing the scene file contents.
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a Node.NOTIFICATION_SCENE_INSTANTIATED notification on the root node.
Pack will ignore any sub-nodes not owned by given node. See Node.owner.
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_packedscene.html