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:

  1. # Use `load()` instead of `preload()` if the path isn't known at compile-time.
  2. var scene = preload("res://scene.tscn").instance()
  3. # Add the node as a child of the node the script is attached to.
  4. 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.

  1. # Create the objects.
  2. var node = Node2D.new()
  3. var rigid = RigidBody2D.new()
  4. var collision = CollisionShape2D.new()
  5. # Create the object hierarchy.
  6. rigid.add_child(collision)
  7. node.add_child(rigid)
  8. # Change owner of `rigid`, but not of `collision`.
  9. rigid.owner = node
  10. var scene = PackedScene.new()
  11. # Only `node` and `rigid` are now packed.
  12. var result = scene.pack(node)
  13. if result == OK:
  14. var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
  15. if error != OK:
  16. push_error("An error occurred while saving the scene to disk.")

Tutorials

Properties

Dictionary_bundled{“conn_count”: 0,”conns”: PoolIntArray(  ),”editable_instances”: [  ],”names”: PoolStringArray(  ),”node_count”: 0,”node_paths”: [  ],”nodes”: PoolIntArray(  ),”variants”: [  ],”version”: 2}

Methods

boolcan_instance ( ) const
SceneStateget_state ( )
Nodeinstance ( GenEditState edit_state=0 ) const
Errorpack ( 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

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.


Returns the SceneState representing the scene file contents.


Instantiates the scene’s node hierarchy. Triggers child scene instantiation(s). Triggers a Node.NOTIFICATION_INSTANCED notification on the root node.


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