extends Control var current_scene = null var loader = null var wait_frames = 1 var time_max = 100 # msec func _ready(): print("[global#_ready] get root scene") var root = get_tree().get_root() current_scene = root.get_child(root.get_child_count() - 1) func goto_scene(path): print("[global#goto_scene]") loader = ResourceLoader.load_interactive(path) if loader == null: print("Error loading ....") return set_process(true) current_scene.queue_free() wait_frames = 1 func _process(_delta): print("[global#_process]") if loader == null: set_process(false) return if wait_frames > 0: wait_frames -= 1 var tick = OS.get_ticks_msec() # Use "time_max" to control for how long we block this thread while OS.get_ticks_msec() < tick + time_max: var err = loader.poll() if err == ERR_FILE_EOF: # Finished loading. var resource = loader.get_resource() loader = null set_new_scene(resource) get_node("/root/Loading").hide() break elif err == OK: update_progress() else: print("[global#_process] Error loading") loader = null break func update_progress(): var progress = float(loader.get_stage()) / loader.get_stage_count() print("[global#update_progress] " + String(progress)) get_node("/root/Loading").visible = true func set_new_scene(scene_resource): print("[global#set_new_scene]") current_scene = scene_resource.instance() get_node("/root").add_child(current_scene)