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