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Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
npx skill4agent add thedivergentai/gd-agentic-skills godot-scene-managementMANDATORY - For Smooth Transitions: Read async_scene_manager.gd before implementing loading screens.
var scene = load("res://level.tscn")preload()ResourceLoader.load_threaded_request()THREAD_LOAD_FAILED_ready()call_deferred("change_scene")var obj = scene.instantiate()queue_free()# Instant scene change
get_tree().change_scene_to_file("res://levels/level_2.tscn")
# Or with packed scene
var next_scene := load("res://levels/level_2.tscn")
get_tree().change_scene_to_packed(next_scene)# scene_transitioner.gd (AutoLoad)
extends CanvasLayer
signal transition_finished
func change_scene(scene_path: String) -> void:
# Fade out
$AnimationPlayer.play("fade_out")
await $AnimationPlayer.animation_finished
# Change scene
get_tree().change_scene_to_file(scene_path)
# Fade in
$AnimationPlayer.play("fade_in")
await $AnimationPlayer.animation_finished
transition_finished.emit()
# Usage:
SceneTransitioner.change_scene("res://levels/level_2.tscn")
await SceneTransitioner.transition_finishedextends Node
var loading_status: int = 0
var progress := []
func load_scene_async(path: String) -> void:
ResourceLoader.load_threaded_request(path)
while true:
loading_status = ResourceLoader.load_threaded_get_status(
path,
progress
)
if loading_status == ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(path)
get_tree().change_scene_to_packed(scene)
break
# Update loading bar
print("Loading: ", progress[0] * 100, "%")
await get_tree().process_frame# loading_screen.gd
extends Control
@onready var progress_bar: ProgressBar = $ProgressBar
func load_scene(path: String) -> void:
show()
ResourceLoader.load_threaded_request(path)
var progress := []
var status: int
while true:
status = ResourceLoader.load_threaded_get_status(path, progress)
if status == ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(path)
get_tree().change_scene_to_packed(scene)
break
elif status == ResourceLoader.THREAD_LOAD_FAILED:
push_error("Failed to load scene: " + path)
break
progress_bar.value = progress[0] * 100
await get_tree().process_frame
hide()# Spawn enemy at runtime
const ENEMY_SCENE := preload("res://enemies/goblin.tscn")
func spawn_enemy(position: Vector2) -> void:
var enemy := ENEMY_SCENE.instantiate()
enemy.global_position = position
add_child(enemy)# Keep track of spawned enemies
var active_enemies: Array[Node] = []
func spawn_enemy(pos: Vector2) -> void:
var enemy := ENEMY_SCENE.instantiate()
enemy.global_position = pos
add_child(enemy)
active_enemies.append(enemy)
# Clean up when enemy dies
enemy.tree_exited.connect(
func(): active_enemies.erase(enemy)
)
func clear_all_enemies() -> void:
for enemy in active_enemies:
enemy.queue_free()
active_enemies.clear()# Load UI as sub-scene
@onready var ui := preload("res://ui/game_ui.tscn").instantiate()
func _ready() -> void:
add_child(ui)# Keep scene loaded when changing scenes
var persistent_scene: Node
func make_persistent(scene: Node) -> void:
persistent_scene = scene
scene.get_parent().remove_child(scene)
get_tree().root.add_child(scene)
func restore_persistent() -> void:
if persistent_scene:
get_tree().root.remove_child(persistent_scene)
add_child(persistent_scene)# Restart level
get_tree().reload_current_scene()# Cache frequently used scenes
var scene_cache: Dictionary = {}
func get_cached_scene(path: String) -> PackedScene:
if not scene_cache.has(path):
scene_cache[path] = load(path)
return scene_cache[path]
# Usage:
var enemy := get_cached_scene("res://enemies/goblin.tscn").instantiate()# Centralized scene management
# All transitions go through one system
# Consistent fade effects# ✅ Good - preload at compile time
const BULLET := preload("res://projectiles/bullet.tscn")
# ❌ Bad - load at runtime
var bullet := load("res://projectiles/bullet.tscn")func change_level() -> void:
# Clear timers, tweens, etc.
for timer in get_tree().get_nodes_in_group("timers"):
timer.stop()
SceneTransitioner.change_scene("res://levels/next.tscn")func load_scene_safe(path: String) -> bool:
if not ResourceLoader.exists(path):
push_error("Scene not found: " + path)
return false
get_tree().change_scene_to_file(path)
return true