SceneManager autoload has three methods called change_scene_to_file
, change_scene_to_packed
and reload_current_scene
like SceneTree methods. They do the same and have an optional argument properties
to pass initial properties for next scene. You also can use a loading screen when a file path is used. You can create a custom loading screen which must extend LoadingScreenBase
class. You can set loading screen in project settings.
Check test folder and wiki to see examples about transitions, opening/closing modals and more! Basic example:
var ref := SceneManager.append_resource("my_character_data.tres")
SceneManager.change_scene_to_file("my_scene.tscn", {
next_scene_characters_property = [
ref,
],
}, 1.0, {
a_loading_screen_property = "Other value",
})
You can download this plugin from Godot Asset Library. Here you can find the last changes. Download and set addons/scene_manager
folder in your project and enable the plugin in Project Settings. test
folder contains examples, you can remove it.
When you enable this plugin, the SceneManager
autoload and addons/scene_manager/*
project settings are added. Also an EditorExportPlugin is added to remove test files in your exported project. If you disable the plugin, the autoload and export plugin are removed but settings values keep. This is to remember your custom settings. If you want to delete the plugin, you must manually remove the custom settings.
- Disable the plugin (remove an autoload and an EditorExportPlugin).
- Remove
scene_manager
from addons folder. - Manually remove the
addons/scene_manager/*
project settings.
Godot Versions: 4.3