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godot-docs/classes/class_packedscene.rst
2024-08-31 03:20:27 +00:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedScene.xml.
.. _class_PackedScene:
PackedScene
===========
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
An abstraction of a serialized scene.
.. rst-class:: classref-introduction-group
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 :ref:`Node.owner<class_Node_property_owner>` property).
\ **Note:** The node doesn't need to own itself.
\ **Example of loading a saved scene:**\
.. tabs::
.. code-tab:: 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)
.. code-tab:: 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);
\ **Example of saving a node with different owners:** The following example creates 3 objects: :ref:`Node2D<class_Node2D>` (``node``), :ref:`RigidBody2D<class_RigidBody2D>` (``body``) and :ref:`CollisionObject2D<class_CollisionObject2D>` (``collision``). ``collision`` is a child of ``body`` which is a child of ``node``. Only ``body`` is owned by ``node`` and :ref:`pack<class_PackedScene_method_pack>` will therefore only save those two nodes, but not ``collision``.
.. tabs::
.. code-tab:: 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.")
.. code-tab:: 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.");
}
}
.. rst-class:: classref-introduction-group
Tutorials
---------
- `2D Role Playing Game (RPG) Demo <https://godotengine.org/asset-library/asset/2729>`__
.. rst-class:: classref-reftable-group
Methods
-------
.. table::
:widths: auto
+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_instantiate<class_PackedScene_method_can_instantiate>`\ (\ ) |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`SceneState<class_SceneState>` | :ref:`get_state<class_PackedScene_method_get_state>`\ (\ ) |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Node<class_Node>` | :ref:`instantiate<class_PackedScene_method_instantiate>`\ (\ edit_state\: :ref:`GenEditState<enum_PackedScene_GenEditState>` = 0\ ) |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Error<enum_@GlobalScope_Error>` | :ref:`pack<class_PackedScene_method_pack>`\ (\ path\: :ref:`Node<class_Node>`\ ) |
+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Enumerations
------------
.. _enum_PackedScene_GenEditState:
.. rst-class:: classref-enumeration
enum **GenEditState**: :ref:`🔗<enum_PackedScene_GenEditState>`
.. _class_PackedScene_constant_GEN_EDIT_STATE_DISABLED:
.. rst-class:: classref-enumeration-constant
:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_DISABLED** = ``0``
If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, blocks edits to the scene state.
.. _class_PackedScene_constant_GEN_EDIT_STATE_INSTANCE:
.. rst-class:: classref-enumeration-constant
:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_INSTANCE** = ``1``
If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, provides local scene resources to the local scene.
\ **Note:** Only available in editor builds.
.. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN:
.. rst-class:: classref-enumeration-constant
:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_MAIN** = ``2``
If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, provides local scene resources to the local scene. Only the main scene should receive the main edit state.
\ **Note:** Only available in editor builds.
.. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN_INHERITED:
.. rst-class:: classref-enumeration-constant
:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_MAIN_INHERITED** = ``3``
It's similar to :ref:`GEN_EDIT_STATE_MAIN<class_PackedScene_constant_GEN_EDIT_STATE_MAIN>`, but for the case where the scene is being instantiated to be the base of another one.
\ **Note:** Only available in editor builds.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Method Descriptions
-------------------
.. _class_PackedScene_method_can_instantiate:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **can_instantiate**\ (\ ) |const| :ref:`🔗<class_PackedScene_method_can_instantiate>`
Returns ``true`` if the scene file has nodes.
.. rst-class:: classref-item-separator
----
.. _class_PackedScene_method_get_state:
.. rst-class:: classref-method
:ref:`SceneState<class_SceneState>` **get_state**\ (\ ) |const| :ref:`🔗<class_PackedScene_method_get_state>`
Returns the :ref:`SceneState<class_SceneState>` representing the scene file contents.
.. rst-class:: classref-item-separator
----
.. _class_PackedScene_method_instantiate:
.. rst-class:: classref-method
:ref:`Node<class_Node>` **instantiate**\ (\ edit_state\: :ref:`GenEditState<enum_PackedScene_GenEditState>` = 0\ ) |const| :ref:`🔗<class_PackedScene_method_instantiate>`
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a :ref:`Node.NOTIFICATION_SCENE_INSTANTIATED<class_Node_constant_NOTIFICATION_SCENE_INSTANTIATED>` notification on the root node.
.. rst-class:: classref-item-separator
----
.. _class_PackedScene_method_pack:
.. rst-class:: classref-method
:ref:`Error<enum_@GlobalScope_Error>` **pack**\ (\ path\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_PackedScene_method_pack>`
Packs the ``path`` node, and all owned sub-nodes, into this **PackedScene**. Any existing data will be cleared. See :ref:`Node.owner<class_Node_property_owner>`.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
.. |void| replace:: :abbr:`void (No return value.)`