extends Node # member variables var current_scene = null func goto_scene(path): # This function will usually be called from a signal callback, # or some other function from the running scene. # Deleting the current scene at this point might be # a bad idea, because it may be inside of a callback or function of it. # The worst case will be a crash or unexpected behavior. # The way around this is deferring the load to a later time, when # it is ensured that no code from the current scene is running: call_deferred("_deferred_goto_scene",path) func _deferred_goto_scene(path): # Immediately free the current scene, # there is no risk here. current_scene.free() # Load new scene var s = ResourceLoader.load(path) # Instance the new scene current_scene = s.instance() # Add it to the active scene, as child of root get_tree().get_root().add_child(current_scene) func _ready(): # Get the current scene, the first time. # it is always the last child of root, # after the autoloaded nodes. var root = get_tree().get_root() current_scene = root.get_child(root.get_child_count() - 1)