An abstraction of a serialized scene.
    public class PackedScene : Resource

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 that the node doesn’t need to own itself.

Example of saving a node:

[codeblock]

var scene = PackedScene.new()

var result = scene.pack(child)

if result == OK:

ResourceSaver.save(“res://path/name.scn”, scene) // or user://…

[/codeblock]

Inheritance Chain

Constructors

    public PackedScene()

Properties

    public Dictionary<object, object> _Bundled { get; set; }

A 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

    public bool CanInstance()

Returns true if the scene file has nodes.

    public SceneState GetState()

Returns the SceneState representing the scene file contents.

    public Node Instance(GenEditState editState = GenEditState.Disabled)

Instantiates the scene’s node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Object.NOTIFICATION_INSTANCED] notification on the root node.

    public Error Pack(Node path)

Pack will ignore any sub-nodes not owned by given node. See Node.Owner.set.

Inner Types

GenEditState

Name Value Description
Disabled 0 If passed to [method instance], blocks edits to the scene state.
Instance 1 If passed to [method instance], provides local scene resources to the local scene. Requires tools compiled.
Main 2 If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state. Requires tools compiled.
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