:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedScene.xml. .. _class_PackedScene: PackedScene =========== **Inherits:** :ref:`Resource` **<** :ref:`RefCounted` **<** :ref:`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 nodes it owns get saved (see :ref:`Node.owner` property). \ **Note:** The node doesn't need to own itself. \ **Example of loading a saved scene:**\ .. tabs:: .. code-tab:: gdscript # Use load() instead of preload() if the path isn't known at compile-time. var scene = preload("res://scene.tscn").instantiate() # Add the node as a child of the node the script is attached to. add_child(scene) .. code-tab:: csharp // C# has no preload, so you have to always use ResourceLoader.Load(). var scene = ResourceLoader.Load("res://scene.tscn").Instantiate(); // Add the node as a child of the node the script is attached to. AddChild(scene); \ **Example of saving a node with different owners:** The following example creates 3 objects: :ref:`Node2D` (``node``), :ref:`RigidDynamicBody2D` (``body``) and :ref:`CollisionObject2D` (``collision``). ``collision`` is a child of ``body`` which is a child of ``node``. Only ``body`` is owned by ``node`` and ``pack`` will therefore only save those two nodes, but not ``collision``. .. tabs:: .. code-tab:: gdscript # Create the objects. var node = Node2D.new() var body = RigidDynamicBody2D.new() var collision = CollisionShape2D.new() # Create the object hierarchy. body.add_child(collision) node.add_child(body) # Change owner of `body`, but not of `collision`. body.owner = node var scene = PackedScene.new() # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.") .. code-tab:: csharp // Create the objects. var node = new Node2D(); var body = new RigidDynamicBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. body.AddChild(collision); node.AddChild(body); // Change owner of `body`, but not of `collision`. body.Owner = node; var scene = new PackedScene(); // Only `node` and `body` are now packed. Error result = scene.Pack(node); if (result == Error.Ok) { Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..." if (error != Error.Ok) { GD.PushError("An error occurred while saving the scene to disk."); } } Tutorials --------- - `2D Role Playing Game Demo `__ Properties ---------- +-------------------------------------+------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`_bundled` | ``{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 2 }`` | +-------------------------------------+------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Methods ------- +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`can_instantiate` **(** **)** |const| | +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`SceneState` | :ref:`get_state` **(** **)** |const| | +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Node` | :ref:`instantiate` **(** :ref:`GenEditState` edit_state=0 **)** |const| | +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Error` | :ref:`pack` **(** :ref:`Node` path **)** | +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+ Enumerations ------------ .. _enum_PackedScene_GenEditState: .. _class_PackedScene_constant_GEN_EDIT_STATE_DISABLED: .. _class_PackedScene_constant_GEN_EDIT_STATE_INSTANCE: .. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN: .. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN_INHERITED: enum **GenEditState**: - **GEN_EDIT_STATE_DISABLED** = **0** --- If passed to :ref:`instantiate`, blocks edits to the scene state. - **GEN_EDIT_STATE_INSTANCE** = **1** --- If passed to :ref:`instantiate`, provides local scene resources to the local scene. \ **Note:** Only available in editor builds. - **GEN_EDIT_STATE_MAIN** = **2** --- If passed to :ref:`instantiate`, provides local scene resources to the local scene. Only the main scene should receive the main edit state. \ **Note:** Only available in editor builds. - **GEN_EDIT_STATE_MAIN_INHERITED** = **3** --- It's similar to :ref:`GEN_EDIT_STATE_MAIN`, but for the case where the scene is being instantiated to be the base of another one. \ **Note:** Only available in editor builds. Property Descriptions --------------------- .. _class_PackedScene_property__bundled: - :ref:`Dictionary` **_bundled** +-----------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | *Default* | ``{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "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 ------------------- .. _class_PackedScene_method_can_instantiate: - :ref:`bool` **can_instantiate** **(** **)** |const| Returns ``true`` if the scene file has nodes. ---- .. _class_PackedScene_method_get_state: - :ref:`SceneState` **get_state** **(** **)** |const| Returns the ``SceneState`` representing the scene file contents. ---- .. _class_PackedScene_method_instantiate: - :ref:`Node` **instantiate** **(** :ref:`GenEditState` edit_state=0 **)** |const| Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a :ref:`Node.NOTIFICATION_INSTANCED` notification on the root node. ---- .. _class_PackedScene_method_pack: - :ref:`Error` **pack** **(** :ref:`Node` path **)** Pack will ignore any sub-nodes not owned by given node. See :ref:`Node.owner`. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`