Having a scene and throwing nodes into it might work for small projects, but as a project grows, you will naturally add more and more nodes and it can quickly become unmanageable. To solve this, Godot allows a project to be separated into several scenes. This, however, does not work the same way as in other game engines. In fact, it’s quite different, so please do not skip this tutorial!
To recap: A scene is a collection of nodes organized as a tree, where they can have only one single node as the tree root.
Recall that a scene can be created and saved to disk. You can create and save as many scenes as you desire.
Afterwards, while editing any scene, you can instance other scenes as part of it:
In the above picture, Scene B was added to Scene A as an instance. It may seem weird at first, but by the end of this tutorial it should make complete sense.
Instancing, step by step¶
To learn how to do instancing, let’s start with downloading a sample
Unzip this project anywhere you like. Then, open Godot and add this project to the project manager using the ‘Import’ option:
Simply browse to the folder you extracted and open the “project.godot” file you can find inside it. After doing this, the new project will appear on the list of projects. Edit the project by pressing the ‘Edit’ button.
This project contains two scenes, “ball.tscn” and “container.tscn”. The ball scene is just a ball with physics, while the container scene has a nicely shaped collision, so balls can be dropped in there.
Open the container scene, and then select the root node:
Afterwards, push the link shaped button. This is the instancing button!
Select the ball scene (ball.tscn). The ball should appear at the origin (0,0) which is at the top-left of the container scene. Drag the ball to the center of the scene, like this:
Press Play and Voila!
The instanced ball should fall somewhere to the bottom of the pit before coming to rest.
A little more¶
You can create as many instances as you desire within a scene. Just try instancing more balls or duplicating them (via Ctrl-D or the duplicate button):
Then try running the scene again:
Cool, huh? This is how instancing works.
Select one of the many copies of the balls and go to the property editor. Let’s make it bounce a lot more, so look for the Bounce parameter and set it to 1.0:
Grey “revert” button will appear. When this button is present, it means we modified a property in the instanced scene to override a specific value in this instance. Even if that property is modified in the original scene, the custom value will always overwrite it. Pressing the revert button will restore the property to the original value that came from the scene.
Instancing seems handy, but there is more to it than meets the eye! The next part of the instancing tutorial should cover the rest..