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 [member Node.owner] property). [b]Note:[/b] The node doesn't need to own itself. [b]Example of loading a saved scene:[/b] [codeblocks] [gdscript] # 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) [/gdscript] [csharp] // 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); [/csharp] [/codeblocks] [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [method pack] will therefore only save those two nodes, but not [code]collision[/code]. [codeblocks] [gdscript] # Create the objects. var node = Node2D.new() var body = RigidBody2D.new() var collision = CollisionShape2D.new() # Create the object hierarchy. body.add_child(collision) node.add_child(body) # Change owner of `body`, but not of `collision`. body.owner = node var scene = PackedScene.new() # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.") [/gdscript] [csharp] // Create the objects. var node = new Node2D(); var body = new RigidBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. body.AddChild(collision); node.AddChild(body); // Change owner of `body`, but not of `collision`. body.Owner = node; var scene = new PackedScene(); // Only `node` and `body` are now packed. Error result = scene.Pack(node); if (result == Error.Ok) { Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..." if (error != Error.Ok) { GD.PushError("An error occurred while saving the scene to disk."); } } [/csharp] [/codeblocks] https://godotengine.org/asset-library/asset/2729 Returns [code]true[/code] if the scene file has nodes. Returns the [SceneState] representing the scene file contents. Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] notification on the root node. Packs the [param path] node, and all owned sub-nodes, into this [PackedScene]. Any existing data will be cleared. See [member Node.owner]. A dictionary representation of the scene contents. Available keys include "names" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for paths to overridden nodes, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene. If passed to [method instantiate], blocks edits to the scene state. If passed to [method instantiate], provides local scene resources to the local scene. [b]Note:[/b] Only available in editor builds. If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state. [b]Note:[/b] Only available in editor builds. It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one. [b]Note:[/b] Only available in editor builds.