Copyright © 2025-2026 Candy ArtsCS Scene
The CS_Scene command instantiates scenes as children of nodes in the game world, such as a hat on a character or a prop in a room.
Keys
Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions.
Targets
Description:
The nodes to instantiate scenes under. Each key identifies a node, and its value is a Dictionary of settings for that node (see below), or an empty Dictionary for none. The Engine reports an entry it can't find and skips it, without affecting the others.
Values:
• Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat.
• Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container.
• Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero.
• ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine).
Target Settings
Each target in Targets lists the scenes to instantiate under it in the following key.
Instances
Description:
The scenes to instantiate as children of the target. Each key is the new node's name, and its value is a Dictionary of settings for that instance (see below).
Values:
• Instance name: The name of the new node, such as Hat.
• Empty: Godot names the node.
Instance Settings
Each instance in Instances accepts the following key.
Scene
Description:
The scene to instantiate, which is required.
Values:
• res:// or user:// path: Such as res://Props/Hat.tscn.
• ¢ expression: Can also return a loaded PackedScene, such as ¢load("res://Props/Torch.tscn").