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- .. _doc_change_scenes_manually:
- Change scenes manually
- ======================
- Sometimes it helps to have more control over how you swap scenes around.
- A :ref:`Viewport <class_Viewport>`'s child nodes will render to the image
- it generates. This holds true even for nodes outside of the "current"
- scene. Autoloads fall into this category, and also scenes which you
- instantiate and add to the tree at runtime:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var simultaneous_scene = preload("res://levels/level2.tscn").instantiate()
- func _add_a_scene_manually():
- # This is like autoloading the scene, only
- # it happens after already loading the main scene.
- get_tree().root.add_child(simultaneous_scene)
- .. code-tab:: csharp
- public Node simultaneousScene;
- public MyClass()
- {
- simultaneousScene = ResourceLoader.Load<PackedScene>("res://levels/level2.tscn").Instantiate();
- }
- public void _AddASceneManually()
- {
- // This is like autoloading the scene, only
- // it happens after already loading the main scene.
- GetTree().Root.AddChild(simultaneousScene);
- }
- To complete the cycle and swap out the new scene with the old one,
- you have a choice to make. Many strategies exist for removing a scene
- from view of the :ref:`Viewport <class_Viewport>`. The tradeoffs involve
- balancing operation speed and memory consumption, as well as balancing data
- access and integrity.
- 1. **Delete the existing scene.**
- :ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>` and
- :ref:`SceneTree.change_scene_to_packed() <class_SceneTree_method_change_scene_to_packed>`
- will delete the current scene immediately. You can also delete the
- main scene. Assuming the root node's name is "Main", you could do
- ``get_node("/root/Main").free()`` to delete the whole scene.
- - Unloads memory.
- - Pro: RAM is no longer dragging the dead weight.
- - Con: Returning to that scene is now more expensive since it must be
- loaded back into memory again (takes time AND memory). Not a problem
- if returning soon is unnecessary.
- - Con: No longer have access to that scene's data. Not a problem if
- using that data soon is unnecessary.
- - Note: It can be useful to preserve the data in a soon-to-be-deleted
- scene by re-attaching one or more of its nodes to a different scene,
- or even directly to the :ref:`SceneTree <class_SceneTree>`.
- - Processing stops.
- - Pro: No nodes means no processing, physics processing, or input
- handling. The CPU is available to work on the new scene's contents.
- - Con: Those nodes' processing and input handling no longer operate.
- Not a problem if using the updated data is unnecessary.
- 2. **Hide the existing scene.** By changing the visibility or collision
- detection of the nodes, you can hide the entire node sub-tree from the
- player's perspective.
- - Memory still exists.
- - Pro: You can still access the data if needed.
- - Pro: There's no need to move any more nodes around to save data.
- - Con: More data is being kept in memory, which will be become a problem
- on memory-sensitive platforms like web or mobile.
- - Processing continues.
- - Pro: Data continues to receive processing updates, so the scene will
- keep any data within it that relies on delta time or frame data
- updated.
- - Pro: Nodes are still members of groups (since groups belong to the
- :ref:`SceneTree <class_SceneTree>`).
- - Con: The CPU's attention is now divided between both scenes. Too much
- load could result in low frame rates. You should be sure to test
- performance as you go to ensure the target platform can support the
- load from this approach.
- 3. **Remove the existing scene from the tree.** Assign a variable
- to the existing scene's root node. Then use
- :ref:`Node.remove_child(Node) <class_Node_method_remove_child>` to detach the entire
- scene from the tree.
- - Memory still exists (similar pros/cons as hiding it from view).
- - Processing stops (similar pros/cons as deleting it completely).
- - Pro: This variation of "hiding" it is much easier to show/hide. Rather
- than potentially keeping track of multiple changes to the scene, you
- only need to call the add/remove_child methods. This is similar to
- disabling game objects in other engines.
- - Con: Unlike with hiding it from view only, the data contained within
- the scene will become stale if it relies on delta time, input, groups,
- or other data that is derived from :ref:`SceneTree <class_SceneTree>`
- access.
- There are also cases where you may wish to have many scenes present at the same
- time, such as adding your own singleton at runtime, or preserving
- a scene's data between scene changes (adding the scene to the root node).
- .. tabs::
- .. code-tab:: gdscript GDScript
- get_tree().root.add_child(scene)
- .. code-tab:: csharp
- GetTree().Root.AddChild(scene);
- Another case may be displaying multiple scenes at the same time using
- :ref:`SubViewportContainers <class_SubViewportContainer>`. This is optimal for
- rendering different content in different parts of the screen (e.g. minimaps,
- split-screen multiplayer).
- Each option will have cases where it is best appropriate, so you must examine
- the effects of each approach, and determine what path best fits your unique
- situation.
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