PackedScene ​
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 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)
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.")
Tutorials
Properties
{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 3 } |
Methods
can_instantiate() const | |
get_state() const | |
instantiate(edit_state: GenEditState = 0) const | |
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.
Property Descriptions
Dictionary _bundled = { "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 "names" 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.
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.