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.