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:
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.
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.
Note
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:
Each scene manages its own state information. If there is a problem with the data, it will only cause issues in that one scene.
Each scene accesses only its own nodes. Now, if there is a bug, it’s easy to find which node is at fault.
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.
In the case of functions, you can create a new type of Node
that provides that feature for an individual scene using the keyword in GDScript.
When it comes to data, you can either:
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
Autoload is not exactly a Singleton. Nothing prevents you from instantiating copies of an auto-loaded node. It is only a tool that makes a node load automatically as a child of the root of your scene tree, regardless of your game’s node structure or which scene you run, e.g. by pressing F6 key.