Scene Manager

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glassbrick
Scene Manager

Plugin for easy screen transitions and node references. (More features to come in the future!)Just install and use it directly in your code:SceneManager.change_scene('res://demo/test.tscn')(Make sure the plugin is enabled in Project -> Project Settings -> Plugins)We also have more customization options!SceneManager.change_scene( 'res://demo/test2.tscn', { "pattern": "scribbles", "pattern_leave": "squares" })Read the full API docs at the Github page!

Supported Engine Version
4.0
Version String
1.1.1
License Version
MIT
Support Level
community
Modified Date
1 month ago
Git URL
Issue URL

Godot Scene Manager (Godot 4.0 alpha version)


WARNING This is lightly tested version. Godot 4.0 is still in alpha, but this version smooths over some of the changes. This documentation has been lightly updated as well.


README Logo

Plugin for managing transitions and Node references between scenes. Expect more features to be added in the future!

README Demonstration of Shader Fades

How to install

  1. Open AssetLib in your Godot project, look for Scene Manager, download it and add it to your project
  2. Enable the SceneManager plugin from Project Settings -> Plugins

Alternatively, you may download this repo from github and add the addons folder to your project, then enable it from your Project Settings~

How to use

When SceneManager is installed, you will gain access to the SceneManager singleton. You can then trigger it's methods directly like so:

SceneManager.change_scene('res://demo/test.tscn')

README Demonstration of Simple Fade

There are similar methods for reloading your scene and making a fade without transition, read the API docs!


We have also added the Entity Singleton feature in v0.3! It's an easy way to keep track of important Nodes that only exist once in your scenes (like your player or your level tilemap), regardless of the name they have.

First off, you just have to set the flag and name in the editor:

README Demonstration of Entity Singletons

Then just use it in your code like so:

SceneManager.get_entity("ColorRect").color = Color("#FFFFFF")

Of note, is that if you try and use this feature in a _ready() function you will get an error. To circumvent this, wait for the scene to be loaded like so:

func _ready():
  await SceneManager.scene_loaded
  SceneManager.get_entity("ColorRect").color = Color("#FFFFFF")

Be sure to read the docs down below for a more detailed explanation.

Update to Godot 4.x guide

With Godot 4.x being so backwards-incompatible, it's unlikely people will have to actually update this library integration rather than starting a new project from scratch.

However, there are some breaking changes in the API that might cause confusion:

  • If you used any of these parameters before, remove the shader part of their name: shader_pattern, shader_pattern_enter and shader_pattern_leave
  • If you used any ease parameters as a boolean, replace true for 0.5 and false for 1.0
  • The type parameter no longer has any effect. Please use "pattern": "fade" if you want the simple fade transition.
  • As an extension of that, we have removed the FadeTypes enum. Please remove all references to it.
  • The Singleton Entity feature is currently broken. We will try to reimplement it but in the mean time it WILL be disabled.

API

SceneManager

func change_scene(path: String?, options: Dictionary = defaultOptions) -> void

This method lets you easily change scenes with transitions. They're highly customizable and we will consider adding progressive loading if it's requested enough.

The path paremeter accepts an absolute file path for your new scene (i.e: 'res://demo/test.tscn'). If null is passed as the path, it will reload the current scene, but for ease-of-use we recommend using the reload_scene(options) function explained further down.

You can pass the following options to this function in a dictionary:

  • speed : float = 2: Speed of the moving transition.
  • color : Color = Color('#000000'): Color to use for the transition screen. It's black by default.
  • wait_time : float = 0.5: Time spent in the transition screen while switching scenes. Leaving it at 0 with fade will result in the screen not turning black, so it waits a little bit by default.
  • no_scene_change : Bool = false: If set to true, it will not change or reload the scene once the fade is complete
  • pattern : (String || Texture) = 'fade': Pattern to use for the transition. Using a simple name will load the premade patterns we have designed (you can see them in addons/scene_manager/shader_patterns). Otherwise, you may pass an absolute path to your own pattern "res://my_pattern.png" or a Texture object. You can also specify 'fade' for a simple fade transition.
  • pattern_enter : (String || Texture) = pattern: Same as pattern, but overrides the pattern only for the fade-to-black transition.
  • pattern_leave : (String || Texture) = pattern: Same as pattern, but overrides the pattern only for the fade-from-black transition.
  • invert_on_leave : Bool = true: Wether the transition should invert when fading out of black. This usually looks better on, the effect is that the first pixels that turned black are the first ones that fade into the new screen. This generally works for "sweep" transitions like "horizontal", but others such as "curtains" might look better with this flag turned off
  • ease : float = 1.0: Amount of ease the animation should have during the transition.
  • ease_enter : float = ease: Amount of ease the animation should have during the fade-to-black transition.
  • ease_leave : float = ease: Amount of ease the animation should have during the fade-from-black transition.

The following patterns are available out-of-the-box:

  • "fade"
  • "circle"
  • "curtains"
  • "diagonal"
  • "horizontal"
  • "radial"
  • "scribbles"
  • "squares"
  • "vertical"

func reload_scene(options: Dictionary = defaultOptions) -> void

This method functions exactly like change_scene(current_scene_path, options), but you do not have to provide the path and it should be slightly faster since it reloads the scene rather than removing it and instantiating again.

Of note, is that this method will not trigger the scene_unloaded signal, since nothing is being unloaded. It will however trigger the scene_loaded signal. If a legitimate use-case for a scene_reloaded signal arises please open an issue and we will change it.

func fade_in_place(options: Dictionary = defaultOptions)

This method functions exactly like reload_scene({ "no_scene_change": true }), it will simply trigger the transition used in options, without modifying anything. You can use the fade_complete signal if you want to change something while the screen is completely black.

func get_entity(entity_name: String)

Get a reference to a named entity (node) in your scene. To define entity names go to the desired node in the editor inspector and you'll see two new properties: Singleton entity and Entity name. Check the Singleton entity checkbox to have this node saved to the SceneManager entity dictionary and write a friendly Entity name to be used in this function. Afterwards, you'll be able to access it within the scene.

NOTE: If accessing the node in a _ready() method within your scene, get_entity will throw an error. This is because saving the entities to the SceneManager requires the scene to be completely loaded, which hasn't happened yet in the _ready() method. To circumvent this problem, you will have to wait until the scene is completely loaded. To do this, you can take advantage of the scene_loaded signal provided by SceneManager, like so:

await SceneManager.scene_loaded
Player = SceneManager.get_entity("Player")

is_transitioning: bool

This variable changes depending of wether a transition is active or not. You can use this to make sure a transition is finished before starting a new one if the transition_finished signal does not suit your use-case.

Signals

  • scene_unloaded: emitted when the first scene is unloaded
  • scene_loaded: emitted when the new scene is loaaded
  • fade_complete: emitted when the fade-to-black animation finishes
  • transition_finished: emitted when the transition finishes

Plugin for easy screen transitions and node references. (More features to come in the future!)

Just install and use it directly in your code:

SceneManager.change_scene('res://demo/test.tscn')

(Make sure the plugin is enabled in Project -> Project Settings -> Plugins)

We also have more customization options!

SceneManager.change_scene(
'res://demo/test2.tscn',
{ "pattern": "scribbles", "pattern_leave": "squares" }
)

Read the full API docs at the Github page!

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Quick Information

0 ratings
Scene Manager icon image
glassbrick
Scene Manager

Plugin for easy screen transitions and node references. (More features to come in the future!)Just install and use it directly in your code:SceneManager.change_scene('res://demo/test.tscn')(Make sure the plugin is enabled in Project -> Project Settings -> Plugins)We also have more customization options!SceneManager.change_scene( 'res://demo/test2.tscn', { "pattern": "scribbles", "pattern_leave": "squares" })Read the full API docs at the Github page!

Supported Engine Version
4.0
Version String
1.1.1
License Version
MIT
Support Level
community
Modified Date
1 month ago
Git URL
Issue URL

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