mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
Update change_scenes_manually.rst
Rewrote to use active voice. Reworded some sections for grammar, clarity, or removal of banned words
This commit is contained in:
@@ -3,11 +3,11 @@
|
||||
Change scenes manually
|
||||
======================
|
||||
|
||||
Sometimes it helps to have more control over how one swaps scenes around.
|
||||
Sometimes it helps to have more control over how you swap scenes around.
|
||||
A :ref:`Viewport <class_Viewport>`'s child nodes will render to the image
|
||||
it generates, this holds true even for nodes outside
|
||||
of the "current" scene. Autoloads fall into this category, but so do
|
||||
scenes which one instances and adds to the tree at runtime:
|
||||
it generates. This holds true even for nodes outside of the "current"
|
||||
scene. Autoloads fall into this category, and also scenes which you
|
||||
instantiate and add to the tree at runtime:
|
||||
|
||||
.. tabs::
|
||||
.. code-tab:: gdscript GDScript
|
||||
@@ -36,16 +36,16 @@ scenes which one instances and adds to the tree at runtime:
|
||||
}
|
||||
|
||||
To complete the cycle and swap out the new scene with the old one,
|
||||
developers have a choice to make. Many strategies exist for removing a scene
|
||||
you have a choice to make. Many strategies exist for removing a scene
|
||||
from view of the :ref:`Viewport <class_Viewport>`. The tradeoffs involve
|
||||
balancing operation speed and memory consumption as well as balancing data
|
||||
balancing operation speed and memory consumption, as well as balancing data
|
||||
access and integrity.
|
||||
|
||||
1. **We can delete the existing scene.**
|
||||
1. **Delete the existing scene.**
|
||||
:ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>` and
|
||||
:ref:`SceneTree.change_scene_to_packed() <class_SceneTree_method_change_scene_to_packed>`
|
||||
will delete the current scene immediately. Developers can also delete the
|
||||
main scene though. Assuming the root node's name is "Main", one could do
|
||||
will delete the current scene immediately. You can also delete the
|
||||
main scene. Assuming the root node's name is "Main", you could do
|
||||
``get_node("/root/Main").free()`` to delete the whole scene.
|
||||
|
||||
- Unloads memory.
|
||||
@@ -65,60 +65,60 @@ access and integrity.
|
||||
|
||||
- Processing stops.
|
||||
|
||||
- Pro: No nodes means no process, physics process, or input
|
||||
- Pro: No nodes means no processing, physics processing, or input
|
||||
handling. The CPU is available to work on the new scene's contents.
|
||||
|
||||
- Con: Those nodes' processing and input handling no longer operate.
|
||||
Not a problem if using the updated data is unnecessary.
|
||||
|
||||
2. **We can hide the existing scene.** By changing the visibility or collision
|
||||
detection of the nodes, we can hide the entire node sub-tree from the
|
||||
2. **Hide the existing scene.** By changing the visibility or collision
|
||||
detection of the nodes, you can hide the entire node sub-tree from the
|
||||
player's perspective.
|
||||
|
||||
- Memory still exists.
|
||||
|
||||
- Pro: One can still access the data if need be.
|
||||
- Pro: You can still access the data if needed.
|
||||
|
||||
- Pro: There's no need to move any more nodes around to save data.
|
||||
|
||||
- Con: More data is being kept in memory which will become a problem
|
||||
- Con: More data is being kept in memory, which will be become a problem
|
||||
on memory-sensitive platforms like web or mobile.
|
||||
|
||||
- Processing continues.
|
||||
|
||||
- Pro: Data continues to receive processing updates, so the scene will
|
||||
keep updated any data within it that relies on delta time or frame
|
||||
data.
|
||||
keep any data within it that relies on delta time or frame data
|
||||
updated.
|
||||
|
||||
- Pro: Nodes are still members of groups (since groups belong to the
|
||||
:ref:`SceneTree <class_SceneTree>`).
|
||||
|
||||
- Con: The CPU's attention is now divided between both scenes. Too much
|
||||
load could result in low frame rates. One should be sure to test
|
||||
performance as they go to ensure the target platform can support the
|
||||
load they are giving it.
|
||||
load could result in low frame rates. You should be sure to test
|
||||
performance as you go to ensure the target platform can support the
|
||||
load from this approach.
|
||||
|
||||
3. **We can remove the existing scene from the tree.** Assign a variable
|
||||
3. **Remove the existing scene from the tree.** Assign a variable
|
||||
to the existing scene's root node. Then use
|
||||
:ref:`Node.remove_child(Node) <class_Node_method_remove_child>` to detach the entire
|
||||
scene from the tree.
|
||||
|
||||
- Memory still exists (similar pros/cons as with hiding it from view).
|
||||
- Memory still exists (similar pros/cons as hiding it from view).
|
||||
|
||||
- Processing stops (similar pros/cons as with deleting it completely).
|
||||
- Processing stops (similar pros/cons as deleting it completely).
|
||||
|
||||
- Pro: This variation of "hiding" it is much easier to show/hide. Rather
|
||||
than potentially keeping track of multiple changes to the scene, one
|
||||
must only call the one method add/remove_child pair of methods. It is
|
||||
similar to disabling game objects in other engines.
|
||||
than potentially keeping track of multiple changes to the scene, you
|
||||
only need to call the add/remove_child methods. This is similar to
|
||||
disabling game objects in other engines.
|
||||
|
||||
- Con: Unlike with hiding it from view only, the data contained within
|
||||
the scene will become stale if it relies on delta time, input, groups,
|
||||
or other data that is derived from :ref:`SceneTree <class_SceneTree>`
|
||||
access.
|
||||
|
||||
There are also cases where one may wish to have many scenes present at the same
|
||||
time. Perhaps one is adding their own singleton at runtime, or preserving
|
||||
There are also cases where you may wish to have many scenes present at the same
|
||||
time, such as adding your own singleton at runtime, or preserving
|
||||
a scene's data between scene changes (adding the scene to the root node).
|
||||
|
||||
.. tabs::
|
||||
@@ -130,11 +130,11 @@ a scene's data between scene changes (adding the scene to the root node).
|
||||
|
||||
GetTree().Root.AddChild(scene);
|
||||
|
||||
Perhaps instead they wish to display multiple scenes at the same time using
|
||||
:ref:`SubViewportContainers <class_SubViewportContainer>`. This is optimal in
|
||||
cases where the intent is to render different content in different parts of the
|
||||
screen. Minimaps and split-screen multiplayer are good examples.
|
||||
Another case may be displaying multiple scenes at the same time using
|
||||
:ref:`SubViewportContainers <class_SubViewportContainer>`. This is optimal for
|
||||
rendering different content in different parts of the screen (e.g. minimaps,
|
||||
split-screen multiplayer).
|
||||
|
||||
Each option will have cases where it is best appropriate, so one must
|
||||
examine the effects of each and determine what path best fits
|
||||
their unique situation.
|
||||
Each option will have cases where it is best appropriate, so you must examine
|
||||
the effects of each approach, and determine what path best fits your unique
|
||||
situation.
|
||||
|
||||
Reference in New Issue
Block a user