Struct PackedScene

An abstraction of a serialized scene.

struct PackedScene ;

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 owner property on Node). Note: The node doesn't need to own itself. Example of saving a node with different owners: The following example creates 3 objects: Node2D (node), RigidBody2D (rigid) and CollisionObject2D (collision). collision is a child of rigid which is a child of node. Only rigid is owned by node and pack will therefore only save those two nodes, but not collision.

# Create the objects var node = Node2D.new() var rigid = RigidBody2D.new() var collision = CollisionShape2D.new()

# Create the object hierarchy rigid.add_child(collision) node.add_child(rigid)

# Change owner of rigid, but not of collision rigid.owner = node

var scene = PackedScene.new() # Only node and rigid are now packed var result = scene.pack(node) if result == OK: ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."

Properties

NameTypeDescription
_bundled[get, set] DictionaryA 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.

Methods

NameDescription
_getBundledScene
_setBundledScene
canInstance Returns true if the scene file has nodes.
getState Returns the SceneState representing the scene file contents.
instance Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a constant Node.NOTIFICATION_INSTANCED notification on the root node.
pack Pack will ignore any sub-nodes not owned by given node. See Node.owner.

Enums

NameDescription
Constants
GenEditState