Document how to instance a PackedScene and add it as a child

This information was already present in `@GDScript.preload()`,
but it's not easy to find.

This closes https://github.com/godotengine/godot-docs/issues/3338.

(cherry picked from commit 23d929d540)
This commit is contained in:
Hugo Locurcio 2020-07-09 20:05:33 +02:00 committed by Rémi Verschelde
parent 81f448aa5d
commit 6eb1a2eacb

View file

@ -7,6 +7,13 @@
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 node 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.