PackedScene

Inherits: Resource < Reference < 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 node 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.")

Properties

Dictionary _bundled {"conn_count": 0,"conns": PoolIntArray(  ),"editable_instances": [  ],"names": PoolStringArray(  ),"node_count": 0,"node_paths": [  ],"nodes": PoolIntArray(  ),"variants": [  ],"version": 2}

Methods

bool can_instance ( ) const
SceneState get_state ( )
Node instance ( GenEditState edit_state=0 ) const
Error pack ( Node path )

Enumerations

enum GenEditState:

  • GEN_EDIT_STATE_DISABLED = 0 --- If passed to instance, blocks edits to the scene state.
  • GEN_EDIT_STATE_INSTANCE = 1 --- If passed to instance, provides local scene resources to the local scene.

Note: Only available in editor builds.

  • 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.

Property Descriptions

Dictionary _bundled

Default {"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.

Error pack ( Node path )

Pack will ignore any sub-nodes not owned by given node. See Node.owner.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_packedscene.html