extends Node var current_scene = null var character = null var character_camera = null var character_creation_camera = null func _ready(): var root = get_tree().get_root() # current_scene = root.get_child(root.get_child_count() -1) current_scene = root.get_node( "Main/login_scene" ) # character = get_tree().get_root().get_node( "Main/Game/Character" ) # character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" ) # character_creation_camera = get_tree().get_root().get_node( "Main/login_scene/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" ) func goto_scene(path, parent): # 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: call_deferred("_deferred_goto_scene", path, parent) func _deferred_goto_scene(path, parent): # Immediately free the current scene, # there is no risk here. current_scene.free() # Load new scene. var s = ResourceLoader.load( path ) # Instance the new scene. current_scene = s.instance() # Add it to the active scene, as child of root. get_tree().get_root().get_node( parent ).add_child( current_scene ) # Optional, to make it compatible with the SceneTree.change_scene() API. get_tree().set_current_scene( current_scene )