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 constant Node.NOTIFICATION_INSTANCED notification on the root node.
Pack will ignore any sub-nodes not owned by given node. See Node.owner.
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.
Construct a new instance of PackedScene. Note: use memnew!PackedScene instead.
# 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.")
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 owner property on Node). Note: The node doesn't need to own itself. Example of loading a saved scene: