Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). Note that the node doesn't need to own itself.
Example of saving a node with different owners: The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node.
A dictionary representation of the scene contents.
Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state. Requires tools compiled.