Autoloads versus regular nodes

    In this guide, you will learn when to use the Autoload feature, and techniques you can use to avoid it.

    Other engines can encourage the use of creating manager classes, singletons that organize a lot of functionality into a globally accessible object. Godot offers many ways to avoid global state thanks to the node tree and signals.

    For example, let’s say we are building a platformer and want to collect coins that play a sound effect. There’s a node for that: the . But if we call the while it is already playing a sound, the new sound interrupts the first.

    A solution is to code a global, auto-loaded sound manager class. It generates a pool of AudioStreamPlayer nodes that cycle through as each new request for sound effects comes in. Say we call that class Sound, you can use it from anywhere in your project by calling Sound.play("coin_pickup.ogg"). This solves the problem in the short term but causes more problems:

    1. Global state: one object is now responsible for all objects’ data. If the class has errors or doesn’t have an AudioStreamPlayer available, all the nodes calling it can break.
    2. Global resource allocation: with a pool of AudioStreamPlayer nodes stored from the start, you can either have too few and face bugs, or too many and use more memory than you need.

    About global access, the problem is that Any code anywhere could pass wrong data to the Sound autoload in our example. As a result, the domain to explore to fix the bug spans the entire project.

    When you keep code inside a scene, only one or two scripts may be involved in audio.

    Contrast this with each scene keeping as many nodes as it needs within itself and all these problems go away:

    1. Each scene manages its own state information. If there is a problem with the data, it will only cause issues in that one scene.
    2. Each scene accesses only its own nodes. Now, if there is a bug, it’s easy to find which node is at fault.
    3. Each scene allocates exactly the amount of resources it needs.

    Another reason to use an Autoload can be that you want to reuse the same method or data across many scenes.

    When it comes to data, you can either:

    1. Store the data in an object to which each node has access, for example using the owner property to access the scene’s root node.

    Auto-loaded nodes can simplify your code in some cases:

    • Static Data: if you need data that is exclusive to one class, like a database, then an autoload can be a good tool. There is no scripting API in Godot to create and manage static data otherwise.
    • Static functions: creating a library of functions that only return values.
    • Systems with a wide scope: If the singleton is managing its own information and not invading the data of other objects, then it’s a great way to create systems that handle broad-scoped tasks. For example, a quest or a dialogue system.

    Until Godot 3.1, another use was just for convenience: autoloads have a global variable for their name generated in GDScript, allowing you to call them from any script file in your project. But now, you can use the class_name keyword instead to get auto-completion for a type in your entire project.

    Note

    As a result, you can get the auto-loaded node, for example an autoload called , by calling get_node("/root/Sound").