InstancePlaceholder in Godot – Complete Guide

When delving into the realm of game development, especially with the use of game engines like Godot, one stumbles upon various classes and methods designed to optimize the process and enhance performance. Amongst these, the concept of an ‘InstancePlaceholder’ proves to be an intriguing feature in Godot 4. The ability to manage how scenes are loaded can result in more efficient resource management and a smoother gaming experience. Embracing the intricacies of this functionality not only elevates your game’s performance but also sharpens your development skills.

Through this tutorial, you’ll get a thorough understanding of what an InstancePlaceholder is, how it works, and why it’s a beneficial addition to your Godot development toolkit. By breaking down its mechanisms and offering practical examples, we’re aiming to make this feature less daunting and more accessible, regardless of your experience level.

What is an InstancePlaceholder?

An InstancePlaceholder in Godot 4 is a class that acts as a stand-in for the root node of a PackedScene. It allows developers to delay the loading of certain parts of a game scene, a task often performed to spread resource loading and thus avoid performance hiccups during gameplay. The InstancePlaceholder becomes a key player in managing your game resources more effectively.

What is it for?

InstancePlaceholders serve a primary purpose: they help you implement selective scene loading. Instead of loading a large level or complex object all at once, you can use this feature to load only what is necessary at the start, and then load other parts of the scene on demand. This could dramatically enhance your game’s performance, particularly for larger projects.

Why Should I Learn It?

Understanding the use of InstancePlaceholders is crucial for creating games that are scalable and maintain a smooth performance. Not only does this knowledge help in optimizing your game for different platforms, but it also ensures a better experience for the player. By learning how to effectively use this class, you’ll be:

– Improving your resource management skills within Godot 4.
– Enhancing the responsiveness and loading times of your game.
– Gaining a deeper insight into the engine’s flexibility and efficiency in scene management.

Let’s move forward and start exploring how to code with InstancePlaceholders through some practical examples!

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Creating and Using an InstancePlaceholder

To begin with InstancePlaceholders, first, you need to know how to create one. In the Godot editor, you can spawn an InstancePlaceholder by calling the `instance_placeholder` method on a `PackedScene`. Here’s an example of how to do this using GDScript:

var scene = preload("res://my_scene.tscn") # Preload the PackedScene
var placeholder = scene.instance_placeholder()

This code creates a placeholder for `my_scene.tscn`. Instead of immediately loading all of its contents, the placeholder takes its spot in the node hierarchy.

The next step is to replace the placeholder with the actual scene content when needed. You can do this by calling `replace_by_instance()` on the InstancePlaceholder:


Your placeholder is now replaced by the actual content of `my_scene.tscn`. Remember, since this operation may be resource-intensive, it’s best utilized when you are sure that loading the scene will not interfere with gameplay.

Managing Scene Loading Dynamically

A more dynamic approach involves checking the game’s state and only loading content when it is appropriate. Imagine that the player is about to enter a new area; you might then trigger the scene loading:

func _on_door_area_entered(area):
    if area.get_name() == "EntranceToCastle":
        var placeholder = $CastleEntrance.get_node("Placeholder")

Here, the code checks if the player has entered an area called “EntranceToCastle”. If they have, it finds the corresponding InstancePlaceholder and replaces it with the actual scene content.

Loading Scenes in the Background

In many cases, you’ll want to load parts of your scene in the background without causing any noticeable lag or drop in frames per second (FPS). To achieve this, you can use the `call_deferred` method to load the scene during idle time:


This tells Godot to wait until it is safe to replace the InstancePlaceholder without disturbing the gameplay experience.

Keeping Track of InstancePlaceholders

As your scenes become more complex, you may have multiple InstancePlaceholders. It is useful to keep track of them so that you can manage them effectively:

var placeholders = {}

func _ready():
    placeholders["castle"] = preload("res://castle.tscn").instance_placeholder()
    placeholders["dungeon"] = preload("res://dungeon.tscn").instance_placeholder()
    # Adding placeholders as children of the current scene node
    for placeholder in placeholders.values():

This code snippet creates a dictionary of InstancePlaceholders, each associated with a key. This allows for more structured management, letting you access and replace any InstancePlaceholder as needed:

func replace_scene(scene_name):
    if placeholders.has(scene_name):
        placeholders.erase(scene_name) # optional: remove the entry after loading

With these examples, we’ve covered how to create InstancePlaceholders, how to replace them with actual scene content, and how to manage scene loading dynamically to ensure your game runs smoothly. Please practice these examples to become more comfortable with using InstancePlaceholders in your own Godot projects.InstancePlaceholders don’t just serve as a method to replace scenes; they also come with a subset of methods and properties that can be used to query information about the scene they’re standing in for, even before it’s actually loaded.

Let’s see how we can utilize these properties:

Checking Placeholder Properties

Before replacing an InstancePlaceholder, you might want to check properties of the scene it represents. For example, you can check if the scene has a specific node:

var placeholder = preload("res://castle.tscn").instance_placeholder()
if placeholder.has_node("Gate"):
    print("The castle scene has a Gate node.")

Or, you might want to know the script that is attached to the root node of the scene that is being placeholder-ed:

var script = placeholder.get_script()
print("The root node script of the scene is: ", script)

This allows you to make decisions based on the content of the scene before actually loading it, which can be particularly useful in complex games with many different scenes that might behave differently.

InstancePlaceholders and Signals

Godot engine’s signal system is a powerful feature that allows you to write neatly decoupled code. You can connect signals to InstancePlaceholders too. For example, you can emit a signal when a placeholder is replaced with the actual instance:

placeholder.connect("replaced", self, "_on_placeholder_replaced")

func _on_placeholder_replaced():
    print("Placeholder has been replaced by the actual scene instance.")

This example connects the “replaced” signal of the placeholder to a custom function that prints a message when the replacement occurs.

Conditional Replacement

Suppose you want to control the timing of replacement more finely, such as replacing a scene only when a player is not looking:

if player.is_not_looking_at(placeholder.global_transform.origin):

In the above pseudo-function `is_not_looking_at()`, we assume you’ve written a function to check the player’s perspective against a position. By using this, you prevent the game from loading new resources within the player’s view, which could potentially disrupt the immersion.

Batch Loading

You may also want to replace multiple InstancePlaceholders at once, especially if they are meant to form a single logical unit in the scene. You can easily do this by iterating through an array of placeholders:

var placeholders = [preload("res://castle.tscn").instance_placeholder(), preload("res://dungeon.tscn").instance_placeholder()]

for placeholder in placeholders:

This code will go through each placeholder in the array and replace them all in turn.

Placeholder Removal

After you replace an InstancePlaceholder, you might want to remove it from the scene tree to keep things clean:


This ensures that after the placeholder is replaced by the actual scene, it is also removed from memory, freeing up resources.

Lazy Loading with Co-routines

For an even smoother experience, you might consider using co-routines (via Godot’s `yield` mechanism) to load content bit by bit:

yield(get_tree(), "idle_frame") # Wait for the next idle frame
yield(get_tree(), "idle_frame") # Wait for another idle frame

By yielding to the idle frame signal, you allow the game to process other things, like user input or animations, which can make your game feel much more responsive, especially during heavy loading periods.

By incorporating these code examples into your Godot projects, you enhance your ability to efficiently manage scene loading and ensure your game stays as performant as possible. InstancePlaceholders are just one of the many tools in Godot 4 that enable you to craft that seamless and immersive gaming experience your players crave. Practice with InstancePlaceholders and see how they can help in optimizing your game’s performance!When you’re ready to add complexities to your game design, combining InstancePlaceholders with dynamic resource allocation can open up a world of possibilities. Delving further into InstancePlaceholders, let’s explore additional ways you can manage your scene instances to create a more engaging game.

Conditional Loading Based on Game State

Sometimes, you may want an entire scene to load when a certain condition is met—like reaching a particular game level or unlocking an achievement. Here’s how you could structure that logic:

if game_state.level >= 5:
    var secret_level_placeholder = preload("res://secret_level.tscn").instance_placeholder()

This ensures that the secret level is not loaded (and thereby not occupying memory) until the player has achieved a level 5 status.

Asynchronous Scene Loading

For the ultimate in smooth performance, you can load scenes asynchronously by using the `Thread` class. This loads scenes without freezing the main game thread:

var thread =
thread.start(self, "load_scene_in_thread", placeholder)

func load_scene_in_thread(placeholder):

This snippet starts a new thread dedicated to replacing an InstancePlaceholder, keeping the main game loop free from hitches caused by loading.

Using Visibility Notifiers

If you wish to load content only when a player gets close enough to it, consider using a `VisibilityNotifier` or `VisibilityEnabler` node to trigger the loading:

func _on_visibility_notifier_screen_entered():
    var nearby_placeholder = $VisibilityNotifier.get_node("Placeholder")

This employs a signal from `VisibilityNotifier` to only replace the placeholder when it enters the screen, thus avoiding unnecessary pre-loading of content.

Memory Management

Some games might swap between multiple large levels or scenes. To avoid running out of memory, always free the resources of the scene you are leaving:

func switch_to_scene(new_scene_path):
    var old_scene = get_tree().current_scene
    var new_scene = preload(new_scene_path).instance()
    get_tree().current_scene = new_scene
    old_scene.queue_free() # Ensure old scene's resources are freed

This keeps the current memory usage in check by releasing the resources of the old scene, making room for the new one.

Progressive Loading

You can enhance the loading process by adding visual feedback using a loading bar or similar UI element updated asynchronously:

func load_scene_with_progress_bar(placeholder, progress_bar):
    var total_steps = placeholder.get_node_count()
    for i in range(total_steps):
        progress_bar.value = i / float(total_steps) * 100
        yield(get_tree(), "idle_frame")

This breaks down the loading into steps and uses `replace_by_instance_partial` to load a portion of the scene per frame, updating a progress bar as it goes.

Loading and Unloading Additive Scenes

Building on the idea of Unity’s additive scene loading, you can create a system that loads and unloads scene parts as needed for expansive game worlds:

var loaded_scenes = {}

func add_scene(path):
    if not loaded_scenes.has(path):
        var scene = preload(path).instance()
        loaded_scenes[path] = scene

func remove_scene(path):
    if loaded_scenes.has(path):

With this structure, you can have multiple parts of the game world loaded and interact with each other, ensuring that you only keep loaded what’s needed.

Preloading Scenes for Smooth Transitions

Lastly, for transitions between levels or scenes that you know will occur, you can strategically preload content to minimize waiting times:

var next_scene = preload("res://next_scene.tscn").instance_placeholder()
# Later, when it's time to transition

This preloads the next scene as an InstancePlaceholder backstage before replacing it with the actual scene at the right moment, such as during a cutscene or spoken dialogue where a short pause is less noticeable.

These are just a few examples of the creative ways in which you can use InstancePlaceholders to manage scenes and resources in Godot 4. Whether it’s by using threads for asynchronous loading, employing visibility notifiers to load content based on proximity, or crafting your own system for additive scene management, each technique can contribute to smoother gameplay and a more immersive player experience. Experiment with these approaches in your Godot projects and tailor them to the specific needs and narrative of your game!

Continuing Your Game Development Journey with Godot

Embarking on the journey of game development can be as thrilling as it is expansive. With the myriad of techniques and strategies such as those involving InstancePlaceholders in Godot, it’s clear there’s always more to learn and master. To keep expanding your knowledge and skills, we heartily encourage you to explore the Godot Game Development Mini-Degree offered by us at Zenva Academy. This in-depth program dives into a broad array of topics relevant to making games in Godot 4, providing you with the keys to understand everything from fundamental principles to complex gameplay systems across various genres.

Whether you are completely new to coding or looking to sharpen your existing skills, our Mini-Degree caters to all levels and provides you with practical, hands-on projects that can be adjusted to fit your schedule. Our courses evolve alongside industry advancements, ensuring that what you learn is not just current but also impactful toward your personal and professional goals. Alongside the Mini-Degree, our dedicated collection of Godot courses can serve as a valuable resource, offering a wide array of content for all aspects of game development.

So wherever you might be on your game creation voyage, at Zenva, we are committed to helping you learn and grow with confidence. With our self-paced, comprehensive courses, the path to becoming a proficient game developer is at your fingertips. Turn your passion into expertise, and join us as you forge ahead in creating the next generation of engaging, imaginative games.


As we’ve adventured through the intricacies of InstancePlaceholders in Godot 4, it’s clear that the path to crafting mesmerizing games with seamless performance is paved with knowledge, creativity, and the right tools. Embracing features like InstancePlaceholders is just the beginning; there’s an entire universe of techniques waiting for you in game development. We at Zenva encourage you to keep exploring, experimenting, and expanding your skillset with our Godot Game Development Mini-Degree. Dive deep into the practical world of game creation and emerge with the prowess to bring your game ideas to life.

Remember that every step forward is a milestone in your developer journey. From mastering the initial concepts to implementing advanced gameplay mechanics, your growth is our triumph. Trust in your ability to learn, and let’s continue to push the boundaries of what’s possible together. Fuel your passion for game development, and join us at Zenva Academy to turn that spark into a roaring flame of creativity and innovation.

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