<?xml version="1.0" encoding="UTF-8" ?> <class name="PackedScene" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> An abstraction of a serialized scene. </brief_description> <description> 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 [member Node.owner] property). [b]Note:[/b] The node doesn't need to own itself. [b]Example of loading a saved scene:[/b] [codeblocks] [gdscript] # Use load() instead of preload() if the path isn't known at compile-time. var scene = preload("res://scene.tscn").instantiate() # Add the node as a child of the node the script is attached to. add_child(scene) [/gdscript] [csharp] // C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>(). var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate(); // Add the node as a child of the node the script is attached to. AddChild(scene); [/csharp] [/codeblocks] [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblocks] [gdscript] # Create the objects. var node = Node2D.new() var body = RigidBody2D.new() var collision = CollisionShape2D.new() # Create the object hierarchy. body.add_child(collision) node.add_child(body) # Change owner of `body`, but not of `collision`. body.owner = node var scene = PackedScene.new() # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.") [/gdscript] [csharp] // Create the objects. var node = new Node2D(); var body = new RigidBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. body.AddChild(collision); node.AddChild(body); // Change owner of `body`, but not of `collision`. body.Owner = node; var scene = new PackedScene(); // Only `node` and `body` are now packed. Error result = scene.Pack(node); if (result == Error.Ok) { Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..." if (error != Error.Ok) { GD.PushError("An error occurred while saving the scene to disk."); } } [/csharp] [/codeblocks] </description> <tutorials> <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> </tutorials> <methods> <method name="can_instantiate" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the scene file has nodes. </description> </method> <method name="get_state" qualifiers="const"> <return type="SceneState" /> <description> Returns the [code]SceneState[/code] representing the scene file contents. </description> </method> <method name="instantiate" qualifiers="const"> <return type="Node" /> <param index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" /> <description> Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] notification on the root node. </description> </method> <method name="pack"> <return type="int" enum="Error" /> <param index="0" name="path" type="Node" /> <description> Pack will ignore any sub-nodes not owned by given node. See [member Node.owner]. </description> </method> </methods> <members> <member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 2 }"> 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. </member> </members> <constants> <constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState"> If passed to [method instantiate], blocks edits to the scene state. </constant> <constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState"> If passed to [method instantiate], provides local scene resources to the local scene. [b]Note:[/b] Only available in editor builds. </constant> <constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState"> If passed to [method instantiate], 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. </constant> <constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState"> 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. </constant> </constants> </class>