scene-management
SKILL.md
Scene Management
Async loading, transitions, instance pooling, and caching define smooth scene workflows.
Available Scripts
async_scene_manager.gd
Expert async scene loader with progress tracking, error handling, and transition callbacks.
scene_pool.gd
Object pooling for frequently spawned scenes (bullets, particles, enemies).
scene_state_manager.gd
Preserves and restores scene state across transitions using "persist" group pattern.
MANDATORY - For Smooth Transitions: Read async_scene_manager.gd before implementing loading screens.
NEVER Do in Scene Management
- NEVER use load() in gameplay code —
var scene = load("res://level.tscn")blocks entire game until loaded. Usepreload()ORResourceLoader.load_threaded_request(). - NEVER forget to check THREAD_LOAD_FAILED — Async loading without status check? Silent failure = black screen. MUST handle
THREAD_LOAD_FAILEDstate. - NEVER change scenes without cleaning up — Active timers/tweens persist across scenes = memory leak + unexpected behavior. Stop timers, disconnect signals before transition.
- NEVER use get_tree().change_scene_to_file() during _ready() — Changing scene in
_ready()= crash (scene tree locked). Usecall_deferred("change_scene"). - NEVER instance scenes without null check —
var obj = scene.instantiate()if scene load failed? Crash. Check scene != null first. - NEVER forget queue_free() on dynamic instances — Spawned 1000 enemies, all dead, but not freed? Memory leak. Use
queue_free()OR instance pooling.
# Instant scene change
get_tree().change_scene_to_file("res://levels/level_2.tscn")
# Or with packed scene
var next_scene := load("res://levels/level_2.tscn")
get_tree().change_scene_to_packed(next_scene)
Scene Transition with Fade
# scene_transitioner.gd (AutoLoad)
extends CanvasLayer
signal transition_finished
func change_scene(scene_path: String) -> void:
# Fade out
$AnimationPlayer.play("fade_out")
await $AnimationPlayer.animation_finished
# Change scene
get_tree().change_scene_to_file(scene_path)
# Fade in
$AnimationPlayer.play("fade_in")
await $AnimationPlayer.animation_finished
transition_finished.emit()
# Usage:
SceneTransitioner.change_scene("res://levels/level_2.tscn")
await SceneTransitioner.transition_finished
Async (Background) Loading
extends Node
var loading_status: int = 0
var progress := []
func load_scene_async(path: String) -> void:
ResourceLoader.load_threaded_request(path)
while true:
loading_status = ResourceLoader.load_threaded_get_status(
path,
progress
)
if loading_status == ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(path)
get_tree().change_scene_to_packed(scene)
break
# Update loading bar
print("Loading: ", progress[0] * 100, "%")
await get_tree().process_frame
Loading Screen Pattern
# loading_screen.gd
extends Control
@onready var progress_bar: ProgressBar = $ProgressBar
func load_scene(path: String) -> void:
show()
ResourceLoader.load_threaded_request(path)
var progress := []
var status: int
while true:
status = ResourceLoader.load_threaded_get_status(path, progress)
if status == ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(path)
get_tree().change_scene_to_packed(scene)
break
elif status == ResourceLoader.THREAD_LOAD_FAILED:
push_error("Failed to load scene: " + path)
break
progress_bar.value = progress[0] * 100
await get_tree().process_frame
hide()
Dynamic Scene Instances
Add Scene as Child
# Spawn enemy at runtime
const ENEMY_SCENE := preload("res://enemies/goblin.tscn")
func spawn_enemy(position: Vector2) -> void:
var enemy := ENEMY_SCENE.instantiate()
enemy.global_position = position
add_child(enemy)
Instance Management
# Keep track of spawned enemies
var active_enemies: Array[Node] = []
func spawn_enemy(pos: Vector2) -> void:
var enemy := ENEMY_SCENE.instantiate()
enemy.global_position = pos
add_child(enemy)
active_enemies.append(enemy)
# Clean up when enemy dies
enemy.tree_exited.connect(
func(): active_enemies.erase(enemy)
)
func clear_all_enemies() -> void:
for enemy in active_enemies:
enemy.queue_free()
active_enemies.clear()
Sub-Scenes
# Load UI as sub-scene
@onready var ui := preload("res://ui/game_ui.tscn").instantiate()
func _ready() -> void:
add_child(ui)
Scene Persistence
# Keep scene loaded when changing scenes
var persistent_scene: Node
func make_persistent(scene: Node) -> void:
persistent_scene = scene
scene.get_parent().remove_child(scene)
get_tree().root.add_child(scene)
func restore_persistent() -> void:
if persistent_scene:
get_tree().root.remove_child(persistent_scene)
add_child(persistent_scene)
Reload Current Scene
# Restart level
get_tree().reload_current_scene()
Scene Caching
# Cache frequently used scenes
var scene_cache: Dictionary = {}
func get_cached_scene(path: String) -> PackedScene:
if not scene_cache.has(path):
scene_cache[path] = load(path)
return scene_cache[path]
# Usage:
var enemy := get_cached_scene("res://enemies/goblin.tscn").instantiate()
Best Practices
1. Use SceneTransitioner AutoLoad
# Centralized scene management
# All transitions go through one system
# Consistent fade effects
2. Preload Common Scenes
# ✅ Good - preload at compile time
const BULLET := preload("res://projectiles/bullet.tscn")
# ❌ Bad - load at runtime
var bullet := load("res://projectiles/bullet.tscn")
3. Clean Up Before Transition
func change_level() -> void:
# Clear timers, tweens, etc.
for timer in get_tree().get_nodes_in_group("timers"):
timer.stop()
SceneTransitioner.change_scene("res://levels/next.tscn")
4. Error Handling
func load_scene_safe(path: String) -> bool:
if not ResourceLoader.exists(path):
push_error("Scene not found: " + path)
return false
get_tree().change_scene_to_file(path)
return true
Reference
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Repository
thedivergentai/…c-skillsGitHub Stars
35
First Seen
Feb 9, 2026
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