extends Node # Changing scenes is most easily done using the functions `change_scene` # and `change_scene_to` of the SceneTree. This script demonstrates how to # change scenes without those helpers. 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. get_tree().get_current_scene().free() # Load new scene var packed_scene = ResourceLoader.load(path) # Instance the new scene var instanced_scene = packed_scene.instance() # Add it to the scene tree, as direct child of root get_tree().get_root().add_child(instanced_scene) # Set it as the current scene, only after it has been added to the tree get_tree().set_current_scene(instanced_scene)