TSCN file format¶
The TSCN (text scene) file format represents a single scene tree inside Godot. Unlike binary SCN files, TSCN files have the advantage of being mostly human-readable and easy for version control systems to manage.
The ESCN (exported scene) file format is identical to the TSCN file format, but
is used to indicate to Godot that the file has been exported from another
program and should not be edited by the user from within Godot.
Unlike SCN and TSCN files, during import, ESCN files are compiled to binary
SCN files stored inside the
This reduces the data size and speeds up loading, as binary formats are faster
to load compared to text-based formats.
For those looking for a complete description, the parsing is handled in the file
There are five main sections inside the TSCN file:
The file descriptor looks like
[gd_scene load_steps=3 format=2] and should
be the first entry in the file. The
load_steps parameter is equal to the
total amount of resources (internal and external) plus one (for the file itself).
If the file has no resources,
load_steps is omitted. The engine will
still load the file correctly if
load_steps is incorrect, but this will affect
loading bars and any other piece of code relying on that value.
These sections should appear in order, but it can be hard to distinguish them.
The only difference between them is the first element in the heading for all of
the items in the section. For example, the heading of all external resources
should start with
A TSCN file may contain single-line comments starting with a semicolon (
However, comments will be discarded when saving the file using the Godot editor.
Entries inside the file¶
A heading looks like
[<resource_type> key=value key=value key=value ...]
where resource_type is one of:
Below every heading comes zero or more
key = value pairs. The
values can be complex datatypes such as Arrays, Transforms, Colors, and
so on. For example, a Node3D looks like:
[node name="Cube" type="Node3D" parent="."] transform=Transform( 1.0, 0.0, 0.0 ,0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 )
The scene tree¶
The scene tree is made up of… nodes! The heading of each node consists of
its name, parent and (most of the time) a type. For example
[node type="Camera" name="PlayerCamera" parent="Player/Head"]
Other valid keywords include:
index(sets the order of appearance in the tree. If absent, inherited nodes will take precedence over plain ones)
The first node in the file, which is also the scene root, must not have a
parent=Path/To/Node entry in its heading. All scene files should have
exactly one scene root. If it doesn't, Godot will fail to import the file.
The parent path of other nodes should be absolute, but shouldn't contain
the scene root's name. If the node is a direct child of the scene root,
the path should be
".". Here is an example scene tree
(but without any node content):
[node name="Player" type="Node3D"] ; The scene root [node name="Arm" parent="." type="Node3D"] ; Parented to the scene root [node name="Hand" parent="Arm" type="Node3D"] [node name="Finger" parent="Arm/Hand" type="Node3D"]
Similar to the internal resource, the document for each node is currently incomplete. Fortunately, it is easy to find out because you can simply save a file with that node in it. Some example nodes are:
[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"] shape = SubResource(8) transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , -4.371138828673793e-08 , 1.0 , -0.0 , -1.0 , -4.371138828673793e-08 ,0.0 ,0.0 ,-0.0 ) [node type="MeshInstance3D" name="Sphere" parent="SpherePhysics"] mesh = SubResource(9) transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , 1.0 , -0.0 , -0.0 , -0.0 , 1.0 ,0.0 ,0.0 ,-0.0 ) [node type="OmniLight" name="Lamp" parent="."] light_energy = 1.0 light_specular = 1.0 transform = Transform( -0.29086464643478394 , -0.7711008191108704 , 0.5663931369781494 , -0.05518905818462372 , 0.6045246720314026 , 0.7946722507476807 , -0.9551711678504944 , 0.199883371591568 , -0.21839118003845215 ,4.076245307922363 ,7.3235554695129395 ,-1.0054539442062378 ) omni_range = 30 shadow_enabled = true light_negative = false light_color = Color( 1.0, 1.0, 1.0, 1.0 ) [node type="Camera" name="Camera" parent="."] projection = 0 near = 0.10000000149011612 fov = 50 transform = Transform( 0.6859206557273865 , -0.32401350140571594 , 0.6515582203865051 , 0.0 , 0.8953956365585327 , 0.44527143239974976 , -0.7276763319969177 , -0.3054208755493164 , 0.6141703724861145 ,14.430776596069336 ,10.093015670776367 ,13.058500289916992 ) far = 100.0
A tree structure is not enough to represent the whole scene. Godot uses a
NodePath(Path/To/Node) structure to refer to another node or attribute of
the node anywhere in the scene tree. For instance, MeshInstance3D uses
NodePath() to point to its skeleton. Likewise, Animation tracks use
NodePath() to point to node properties to animate.
[node name="mesh" type="MeshInstance3D" parent="Armature001"] mesh = SubResource(1) skeleton = NodePath("..:")
[sub_resource id=3 type="Animation"] ... tracks/0/type = "transform" tracks/0/path = NodePath("Cube:") ...
The Skeleton node inherits the Node3D node, but also may have a list of bones
described in key-value pairs in the format
bone attributes consist of:
namemust be the first attribute of each bone.
parentis the index of parent bone in the bone list, with parent index, the bone list is built to a bone tree.
restis the transform matrix of bone in its "resting" position.
poseis the pose matrix; use
restas the basis.
bound_childrenis a list of
NodePath()which point to BoneAttachments belonging to this bone.
Here's an example of a skeleton node with two bones:
[node name="Skeleton" type="Skeleton" parent="Armature001" index="0"] bones/0/name = "Bone.001" bones/0/parent = -1 bones/0/rest = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0.038694, 0.252999, 0.0877164 ) bones/0/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 ) bones/0/enabled = true bones/0/bound_children = [ ] bones/1/name = "Bone.002" bones/1/parent = 0 bones/1/rest = Transform( 0.0349042, 0.99939, 0.000512929, -0.721447, 0.0248417, 0.692024, 0.691589, -0.0245245, 0.721874, 0, 5.96046e-08, -1.22688 ) bones/1/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 ) bones/1/enabled = true bones/1/bound_children = [ ]
BoneAttachment node is an intermediate node to describe some node being parented
to a single bone in a Skeleton node. The BoneAttachment has a
bone_name=NameOfBone attribute, and the corresponding bone being the parent has the
BoneAttachment node in its
An example of one MeshInstance3D parented to a bone in Skeleton:
[node name="Armature" type="Skeleton" parent="."] transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, -0.0219986, 0.0125825, 0.0343127) bones/0/name = "Bone" bones/0/parent = -1 bones/0/rest = Transform(1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0) bones/0/pose = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0) bones/0/enabled = true bones/0/bound_children = [NodePath("BoneAttachment:")] [node name="BoneAttachment" type="BoneAttachment" parent="Armature"] bone_name = "Bone" [node name="Cylinder" type="MeshInstance3D" parent="Armature/BoneAttachment"] mesh = SubResource(1) transform = Transform(1.0, 0.0, 0.0, 0.0, 1.86265e-09, 1.0, 0.0, -1.0, 0.0, 0.0219986, -0.0343127, 2.25595)
AnimationPlayer works as an animation library. It stores animations listed in
anim/Name=SubResource(ResourceId); each line refers to an
Animation resource. All the animation resources use the root node of
AnimationPlayer. The root node is stored as
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"] root_node = NodePath("..") autoplay = "" playback_process_mode = 1 playback_default_blend_time = 0.0 playback_speed = 1.0 anims/default = SubResource( 2 ) blend_times = [ ]
Resources are components that make up the nodes. For example, a MeshInstance3D node will have an accompanying ArrayMesh resource. The ArrayMesh resource may be either internal or external to the TSCN file.
References to the resources are handled by
id numbers in the resource's
heading. External resources and internal resources are referred to with
SubResource(id), respectively. Because there
have different methods to refer to internal and external resources, you can have
the same ID for both an internal and external resource.
For example, to refer to the resource
[ext_resource id=3 type="PackedScene"
path=....], you would use
External resources are links to resources not contained within the TSCN file itself. An external resource consists of a path, a type and an ID.
Godot always generates absolute paths relative to the resource directory and
thus prefixed with
res://, but paths relative to the TSCN file's location
are also valid.
Some example external resources are:
[ext_resource path="res://characters/player.dae" type="PackedScene" id=1] [ext_resource path="metal.tres" type="Material" id=2]
Like TSCN files, a TRES file may contain single-line comments starting with a
;). However, comments will be discarded when saving the resource
using the Godot editor.
A TSCN file can contain meshes, materials and other data. These are contained in
the internal resources section of the file. The heading for an internal
resource looks similar to those of external resources, except that it doesn't
have a path. Internal resources also have
key=value pairs under each
heading. For example, a capsule collision shape looks like:
[sub_resource type="CapsuleShape" id=2] radius = 0.5 height = 3.0
Some internal resources contain links to other internal resources (such as a mesh having a material). In this case, the referring resource must appear before the reference to it. This means that order matters in the file's internal resources section.
Unfortunately, documentation on the formats for these subresources isn't complete. Some examples can be found by inspecting saved resource files, but others can only be