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 [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]
https://godotengine.org/asset-library/asset/520
Returns [code]true[/code] if the scene file has nodes.
Returns the [code]SceneState[/code] 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 [member 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.
If passed to [method instance], blocks edits to the scene state.
If passed to [method instance], provides local scene resources to the local scene.
[b]Note:[/b] Only available in editor builds.
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.
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.