godot/doc/classes/InstancePlaceholder.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InstancePlaceholder" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Placeholder for the root [Node] of a [PackedScene].
</brief_description>
<description>
Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in the editor causes it to be replaced by an [InstancePlaceholder] when running the game, this will not replace the node in the editor. This makes it possible to delay actually loading the scene until calling [method create_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
The [InstancePlaceholder] does not have a transform. This causes any child nodes to be positioned relatively to the [Viewport] from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again.
</description>
<tutorials>
</tutorials>
<methods>
<method name="create_instance">
<return type="Node" />
<param index="0" name="replace" type="bool" default="false" />
<param index="1" name="custom_scene" type="PackedScene" default="null" />
<description>
Not thread-safe. Use [method Object.call_deferred] if calling from a thread.
</description>
</method>
<method name="get_instance_path" qualifiers="const">
<return type="String" />
<description>
Gets the path to the [PackedScene] resource file that is loaded by default when calling [method create_instance]. Not thread-safe. Use [method Object.call_deferred] if calling from a thread.
</description>
</method>
<method name="get_stored_values">
<return type="Dictionary" />
<param index="0" name="with_order" type="bool" default="false" />
<description>
</description>
</method>
</methods>
</class>