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								<?xml version="1.0" encoding="UTF-8" ?>  
						 
					
						
							
								
									
										
										
										
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								<class  name= "PackedScene"  inherits= "Resource"  xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance"  xsi:noNamespaceSchemaLocation= "../class.xsd" >  
						 
					
						
							
								
									
										
										
										
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									<brief_description > 
							 
						 
					
						
							
								
									
										
										
										
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										An abstraction of a serialized scene.
							 
						 
					
						
							
								
									
										
										
										
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									</brief_description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<description > 
							 
						 
					
						
							
								
									
										
										
										
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										A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
							 
						 
					
						
							
								
									
										
										
										
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										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).
							 
						 
					
						
							
								
									
										
										
										
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										[b]Note:[/b] The node doesn't need to own itself.
							 
						 
					
						
							
								
									
										
										
										
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										[b]Example of loading a saved scene:[/b]
							 
						 
					
						
							
								
									
										
										
										
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										[codeblocks]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[gdscript]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										# Use load() instead of preload() if the path isn't known at compile-time.
							 
						 
					
						
							
								
									
										
										
										
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										var scene = preload("res://scene.tscn").instantiate()
							 
						 
					
						
							
								
									
										
										
										
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										# Add the node as a child of the node the script is attached to.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										add_child(scene)
							 
						 
					
						
							
								
									
										
										
										
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										[/gdscript]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[csharp]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// C# has no preload, so you have to always use ResourceLoader.Load< PackedScene> ().
							 
						 
					
						
							
								
									
										
										
										
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										var scene = ResourceLoader.Load< PackedScene> ("res://scene.tscn").Instantiate();
							 
						 
					
						
							
								
									
										
										
										
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										// Add the node as a child of the node the script is attached to.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										AddChild(scene);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[/csharp]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[/codeblocks]
							 
						 
					
						
							
								
									
										
										
										
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										[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].
							 
						 
					
						
							
								
									
										
										
										
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										[codeblocks]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[gdscript]
							 
						 
					
						
							
								
									
										
										
										
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										# Create the objects.
							 
						 
					
						
							
								
									
										
										
										
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										var node = Node2D.new()
							 
						 
					
						
							
								
									
										
										
										
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										var body = RigidBody2D.new()
							 
						 
					
						
							
								
									
										
										
										
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										var collision = CollisionShape2D.new()
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										# Create the object hierarchy.
							 
						 
					
						
							
								
									
										
										
										
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										body.add_child(collision)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										node.add_child(body)
							 
						 
					
						
							
								
									
										
										
										
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										# Change owner of `body`, but not of `collision`.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										body.owner = node
							 
						 
					
						
							
								
									
										
										
										
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										var scene = PackedScene.new()
							 
						 
					
						
							
								
									
										
										
										
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										# Only `node` and `body` are now packed.
							 
						 
					
						
							
								
									
										
										
										
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										var result = scene.pack(node)
							 
						 
					
						
							
								
									
										
										
										
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										if result == OK:
							 
						 
					
						
							
								
									
										
										
										
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										    var error = ResourceSaver.save(scene, "res://path/name.tscn")  # Or "user://..."
							 
						 
					
						
							
								
									
										
										
										
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										    if error != OK:
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										        push_error("An error occurred while saving the scene to disk.")
							 
						 
					
						
							
								
									
										
										
										
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										[/gdscript]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[csharp]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// Create the objects.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										var node = new Node2D();
							 
						 
					
						
							
								
									
										
										
										
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										var body = new RigidBody2D();
							 
						 
					
						
							
								
									
										
										
										
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										var collision = new CollisionShape2D();
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// Create the object hierarchy.
							 
						 
					
						
							
								
									
										
										
										
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										body.AddChild(collision);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										node.AddChild(body);
							 
						 
					
						
							
								
									
										
										
										
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										// Change owner of `body`, but not of `collision`.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										body.Owner = node;
							 
						 
					
						
							
								
									
										
										
										
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										var scene = new PackedScene();
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										// Only `node` and `body` are now packed.
							 
						 
					
						
							
								
									
										
										
										
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										Error result = scene.Pack(node);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (result == Error.Ok)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{
							 
						 
					
						
							
								
									
										
										
										
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										    Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
							 
						 
					
						
							
								
									
										
										
										
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										    if (error != Error.Ok)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										    {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										        GD.PushError("An error occurred while saving the scene to disk.");
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										    }
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[/csharp]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[/codeblocks]
							 
						 
					
						
							
								
									
										
										
										
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									</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<tutorials > 
							 
						 
					
						
							
								
									
										
										
										
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										<link  title= "2D Role Playing Game Demo" > https://godotengine.org/asset-library/asset/520</link> 
							 
						 
					
						
							
								
									
										
										
										
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									</tutorials> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<methods > 
							 
						 
					
						
							
								
									
										
										
										
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										<method  name= "can_instantiate"  qualifiers= "const" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "bool"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Returns [code]true[/code] if the scene file has nodes.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
									
										
										
										
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										<method  name= "get_state"  qualifiers= "const" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "SceneState"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Returns the [SceneState] representing the scene file contents.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
									
										
										
										
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										<method  name= "instantiate"  qualifiers= "const" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "Node"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<param  index= "0"  name= "edit_state"  type= "int"  enum= "PackedScene.GenEditState"  default= "0"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] notification on the root node.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<method  name= "pack" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "int"  enum= "Error"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<param  index= "0"  name= "path"  type= "Node"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									</methods> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<members > 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "_bundled"  type= "Dictionary"  setter= "_set_bundled_scene"  getter= "_get_bundled_scene"  default= "{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 3 }" > 
							 
						 
					
						
							
								
									
										
										
										
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											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.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									</members> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<constants > 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "GEN_EDIT_STATE_DISABLED"  value= "0"  enum= "GenEditState" > 
							 
						 
					
						
							
								
									
										
										
										
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											If passed to [method instantiate], blocks edits to the scene state.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "GEN_EDIT_STATE_INSTANCE"  value= "1"  enum= "GenEditState" > 
							 
						 
					
						
							
								
									
										
										
										
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											If passed to [method instantiate], provides local scene resources to the local scene.
							 
						 
					
						
							
								
									
										
										
										
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											[b]Note:[/b] Only available in editor builds.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "GEN_EDIT_STATE_MAIN"  value= "2"  enum= "GenEditState" > 
							 
						 
					
						
							
								
									
										
										
										
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											If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
							 
						 
					
						
							
								
									
										
										
										
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											[b]Note:[/b] Only available in editor builds.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "GEN_EDIT_STATE_MAIN_INHERITED"  value= "3"  enum= "GenEditState" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											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.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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									</constants> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								</class>