233 lines
8 KiB
ReStructuredText
233 lines
8 KiB
ReStructuredText
.. _doc_scenes_versus_scripts:
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When to use scenes versus scripts
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=================================
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We've already covered how scenes and scripts are different. Scripts
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define an engine class extension with imperative code, scenes with
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declarative code.
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Each system's capabilities are different as a result.
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Scenes can define how an extended class initializes, but not what its
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behavior actually is. Scenes are often used in conjunction with a script so
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that the scene acts as an extension of the scripts declarative code.
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Anonymous types
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---------------
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It *is* possible to completely define a scenes' contents using a script alone.
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This is, in essence, what the Godot Editor does, only in the C++ constructor
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of its objects.
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But, choosing which one to use can be a dilemma. Creating script instances
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is identical to creating in-engine classes whereas handling scenes requires
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a change in API:
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.. tabs::
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.. code-tab:: gdscript GDScript
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const MyNode = preload("my_node.gd")
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const MyScene = preload("my_scene.tscn")
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var node = Node.new()
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var my_node = MyNode.new() # Same method call
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var my_scene = MyScene.instance() # Different method call
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var my_inherited_scene = MyScene.instance(PackedScene.GEN_EDIT_STATE_MAIN) # Create scene inheriting from MyScene
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.. code-tab:: csharp
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using System;
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using Godot;
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public class Game : Node
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{
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public readonly Script MyNodeScr = (Script)ResourceLoader.Load("MyNode.cs");
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public readonly PackedScene MySceneScn = (PackedScene)ResourceLoader.Load("MyScene.tscn");
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public Node ANode;
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public Node MyNode;
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public Node MyScene;
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public Node MyInheritedScene;
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public Game()
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{
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ANode = new Node();
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MyNode = new MyNode(); // Same syntax
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MyScene = MySceneScn.Instance(); // Different. Instantiated from a PackedScene
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MyInheritedScene = MySceneScn.Instance(PackedScene.GenEditState.Main); // Create scene inheriting from MyScene
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}
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}
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Also, scripts will operate a little slower than scenes due to the
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speed differences between engine and script code. The larger and more complex
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the node, the more reason there is to build it as a scene.
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Named types
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-----------
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In some cases, a user can register a script as a new type within the editor
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itself. This displays it as a new type in the node or resource creation dialog
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with an optional icon. In these cases, the user's ability to use the script
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is much more streamlined. Rather than having to...
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1. Know the base type of the script they would like to use.
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2. Create an instance of that base type.
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3. Add the script to the node.
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1. (Drag-n-drop method)
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1. Find the script in the FileSystem dock.
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2. Drag and drop the script onto the node in the Scene dock.
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2. (Property method)
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1. Scroll down to the bottom of the Inspector to find the ``script`` property and select it.
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2. Select "Load" from the dropdown.
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3. Select the script from the file dialog.
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With a registered script, the scripted type instead becomes a creation option
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like the other nodes and resources in the system. One need not do any of the
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above work. The creation dialog even has a search bar to look up the type by
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name.
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There are two systems for registering types...
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- :ref:`Custom Types <doc_making_plugins>`
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- Editor-only. Typenames are not accessible at runtime.
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- Does not support inherited custom types.
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- An initializer tool. Creates the node with the script. Nothing more.
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- Editor has no type-awareness of the script or its relationship
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to other engine types or scripts.
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- Allows users to define an icon.
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- Works for all scripting languages because it deals with Script resources in abstract.
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- Set up using :ref:`EditorPlugin.add_custom_type <class_EditorPlugin_method_add_custom_type>`.
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- :ref:`Script Classes <doc_gdscript_basics_class_name>`
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- Editor and runtime accessible.
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- Displays inheritance relationships in full.
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- Creates the node with the script, but can also change types
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or extend the type from the editor.
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- Editor is aware of inheritance relationships between scripts,
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script classes, and engine C++ classes.
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- Allows users to define an icon.
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- Engine developers must add support for languages manually (both name exposure and
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runtime accessibility).
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- Godot 3.1+ only.
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- The Editor scans project folders and registers any exposed names for all
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scripting languages. Each scripting language must implement its own
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support for exposing this information.
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Both methodologies add names to the creation dialog, but script classes, in
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particular, also allow for users to access the typename without loading the
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script resource. Creating instances and accessing constants or static methods
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is viable from anywhere.
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With features like these, one may wish their type to be a script without a
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scene due to the ease of use it grants users. Those developing plugins or
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creating in-house tools for designers to use will find an easier time of things
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this way.
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On the downside, it also means having to use largely imperative programming.
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Performance of Script vs PackedScene
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------------------------------------
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One last aspect to consider when choosing scenes and scripts is execution speed.
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As the size of objects increases, the scripts' necessary size to create and
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initialize them grows much larger. Creating node hierarchies demonstrates this.
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Each Node's logic could be several hundred lines of code in length.
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The code example below creates a new ``Node``, changes its name, assigns a
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script to it, sets its future parent as its owner so it gets saved to disk along
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with it, and finally adds it as a child of the ``Main`` node:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Main.gd
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extends Node
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func _init():
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var child = Node.new()
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child.name = "Child"
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child.script = preload("Child.gd")
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child.owner = self
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add_child(child)
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.. code-tab:: csharp
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using System;
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using Godot;
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public class Main : Resource
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{
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public Node Child { get; set; }
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public Main()
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{
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Child = new Node();
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Child.Name = "Child";
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Child.Script = ResourceLoader.Load<Script>("child.gd");
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Child.Owner = this;
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AddChild(Child);
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}
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}
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Script code like this is much slower than engine-side C++ code. Each instruction
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makes a call to the scripting API which leads to many "lookups" on the back-end
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to find the logic to execute.
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Scenes help to avoid this performance issue. :ref:`PackedScene
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<class_PackedScene>`, the base type that scenes inherit from, defines resources
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that use serialized data to create objects. The engine can process scenes in
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batches on the back-end and provide much better performance than scripts.
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Conclusion
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----------
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In the end, the best approach is to consider the following:
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- If one wishes to create a basic tool that is going to be re-used in several
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different projects and which people of all skill levels will likely use
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(including those who don't label themselves as "programmers"), then chances
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are that it should probably be a script, likely one with a custom name/icon.
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- If one wishes to create a concept that is particular to their game, then it
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should always be a scene. Scenes are easier to track/edit and provide more
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security than scripts.
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- If one would like to give a name to a scene, then they can still sort of do
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this in 3.1 by declaring a script class and giving it a scene as a constant.
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The script becomes, in effect, a namespace:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# game.gd
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extends Reference
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class_name Game # extends Reference, so it won't show up in the node creation dialog
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const MyScene = preload("my_scene.tscn")
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# main.gd
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extends Node
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func _ready():
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add_child(Game.MyScene.instance())
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