<?xml version="1.0" encoding="UTF-8" ?> <class name="PackedScene" inherits="Resource" version="3.5"> <brief_description> An abstraction of a serialized scene. </brief_description> <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 [code]owner[/code] property on [Node]). [b]Note:[/b] The node doesn't need to own itself. [b]Example of loading a saved scene:[/b] [codeblock] # 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) [/codeblock] [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblock] # 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.") [/codeblock] </description> <tutorials> <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> </tutorials> <methods> <method name="can_instance" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the scene file has nodes. </description> </method> <method name="get_state"> <return type="SceneState" /> <description> Returns the [code]SceneState[/code] representing the scene file contents. </description> </method> <method name="instance" qualifiers="const"> <return type="Node" /> <argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" /> <description> Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node. </description> </method> <method name="pack"> <return type="int" enum="Error" /> <argument index="0" name="path" type="Node" /> <description> Pack will ignore any sub-nodes not owned by given node. See [member Node.owner]. </description> </method> </methods> <members> <member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" 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. </member> </members> <constants> <constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState"> If passed to [method instance], blocks edits to the scene state. </constant> <constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState"> If passed to [method instance], provides local scene resources to the local scene. [b]Note:[/b] Only available in editor builds. </constant> <constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState"> If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state. [b]Note:[/b] Only available in editor builds. </constant> <constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState"> It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one. [b]Note:[/b] Only available in editor builds. </constant> </constants> </class>