: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. .. rst-class:: classref-introduction-group 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:** Load 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:** Save a node with different owners. The following example creates 3 objects: :ref:`Node2D` (``node``), :ref:`RigidBody2D` (``body``) and :ref:`CollisionObject2D` (``collision``). ``collision`` is a child of ``body`` which is a child of ``node``. Only ``body`` is owned by ``node`` and :ref:`pack()` will therefore only save those two nodes, but not ``collision``. .. tabs:: .. code-tab:: gdscript # Create the objects. var node = Node2D.new() var body = RigidBody2D.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(scene, "res://path/name.tscn") # 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 RigidBody2D(); 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(scene, "res://path/name.tscn"); // Or "user://..." if (error != Error.Ok) { GD.PushError("An error occurred while saving the scene to disk."); } } .. rst-class:: classref-introduction-group Tutorials --------- - `2D Role Playing Game (RPG) Demo `__ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`can_instantiate`\ (\ ) |const| | +---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`SceneState` | :ref:`get_state`\ (\ ) |const| | +---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Node` | :ref:`instantiate`\ (\ edit_state\: :ref:`GenEditState` = 0\ ) |const| | +---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Error` | :ref:`pack`\ (\ path\: :ref:`Node`\ ) | +---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _enum_PackedScene_GenEditState: .. rst-class:: classref-enumeration enum **GenEditState**: :ref:`🔗` .. _class_PackedScene_constant_GEN_EDIT_STATE_DISABLED: .. rst-class:: classref-enumeration-constant :ref:`GenEditState` **GEN_EDIT_STATE_DISABLED** = ``0`` If passed to :ref:`instantiate()`, blocks edits to the scene state. .. _class_PackedScene_constant_GEN_EDIT_STATE_INSTANCE: .. rst-class:: classref-enumeration-constant :ref:`GenEditState` **GEN_EDIT_STATE_INSTANCE** = ``1`` If passed to :ref:`instantiate()`, provides local scene resources to the local scene. \ **Note:** Only available in editor builds. .. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN: .. rst-class:: classref-enumeration-constant :ref:`GenEditState` **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. .. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN_INHERITED: .. rst-class:: classref-enumeration-constant :ref:`GenEditState` **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. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_PackedScene_method_can_instantiate: .. rst-class:: classref-method :ref:`bool` **can_instantiate**\ (\ ) |const| :ref:`🔗` Returns ``true`` if the scene file has nodes. .. rst-class:: classref-item-separator ---- .. _class_PackedScene_method_get_state: .. rst-class:: classref-method :ref:`SceneState` **get_state**\ (\ ) |const| :ref:`🔗` Returns the :ref:`SceneState` representing the scene file contents. .. rst-class:: classref-item-separator ---- .. _class_PackedScene_method_instantiate: .. rst-class:: classref-method :ref:`Node` **instantiate**\ (\ edit_state\: :ref:`GenEditState` = 0\ ) |const| :ref:`🔗` Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a :ref:`Node.NOTIFICATION_SCENE_INSTANTIATED` notification on the root node. .. rst-class:: classref-item-separator ---- .. _class_PackedScene_method_pack: .. rst-class:: classref-method :ref:`Error` **pack**\ (\ path\: :ref:`Node`\ ) :ref:`🔗` Packs the ``path`` node, and all owned sub-nodes, into this **PackedScene**. Any existing data will be cleared. See :ref:`Node.owner`. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)` .. |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.)` .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)` .. |void| replace:: :abbr:`void (No return value.)`