extends Node # Changing scenes is most easily done using the `change_scene_to_file()` and # `change_scene_to_packed()` methods of SceneTree. This script demonstrates # how to change scenes without those helpers. func goto_scene(path: String) -> void: # This function will usually be called from a signal callback, # or some other function from the running scene. # Deleting the current scene at this point might be # a bad idea, because it may be inside of a callback or function of it. # The worst case will be a crash or unexpected behavior. # The way around this is deferring the load to a later time, when # it is ensured that no code from the current scene is running: _deferred_goto_scene.call_deferred(path) func _deferred_goto_scene(path: String) -> void: # Immediately free the current scene. There is no risk here because the # call to this method is already deferred. get_tree().current_scene.free() var packed_scene: PackedScene = ResourceLoader.load(path) var instanced_scene := packed_scene.instantiate() # Add it to the scene tree, as direct child of root get_tree().root.add_child(instanced_scene) # Set it as the current scene, only after it has been added to the tree get_tree().current_scene = instanced_scene