extends Node var current_scene = null func _ready(): var root = get_tree().get_root() current_scene = root.get_child(root.get_child_count() - 1) func goto_scene(path): # This function will usually be called from a signal callback, # or some other function in the current scene. # Deleting the current scene at this point is # a bad idea, because it may still be executing code. # This will result in a crash or unexpected behavior. # The solution is to defer the load to a later time, when # we can be sure that no code from the current scene is running: call_deferred("_deferred_goto_scene", path) func _deferred_goto_scene(path): # It is now safe to remove the current scene current_scene.free() # Load the 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().add_child(current_scene) # Optionally, to make it compatible with the SceneTree.change_scene() API. get_tree().set_current_scene(current_scene)