diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 5356a0a60a5..e4c1f50a988 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -55,6 +55,7 @@ It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). @@ -66,6 +67,7 @@ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process]. Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). @@ -77,6 +79,7 @@ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process]. Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). @@ -99,6 +102,7 @@ It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). @@ -111,6 +115,7 @@ It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).