Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
An abstraction of a serialized scene.
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 Node.owner property).
Note: The node doesn't need to own itself.
Example of loading a saved scene:
# 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)
// 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: Node2D (
node), RigidBody2D (
body) and CollisionObject2D (
collision is a child of
body which is a child of
body is owned by
pack will therefore only save those two nodes, but not
# Create the objects. var node = Node2D.