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 Node's NOTIFICATION_INSTANCED notification on the root node.
Pack will ignore any sub-nodes not owned by given node. See Node.setOwner.
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.
# create the objects var node = Node2D.new() var rigid = RigidBody2D.new() var collision = CollisionShape2D.new()
# create the object hierachy rigid.add_child(collision) node.add_child(rigid)
# change owner of rigid, but not of collision rigid.set_owner(node)
var scene = PackedScene.new() # only node and rigid are now packed var result = scene.pack(node) if result == OK: ResourceSaver.save("res://path/name.scn", scene) # or user://...
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 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 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.