Added more in-depth examples of NodePaths in API docs.
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A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite"[/code] which is a child of the other named nodes in the path.
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A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite"[/code] which is a child of the other named nodes in the path.
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You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
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A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
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Some examples of NodePaths include the following:
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[codeblock]
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# No leading slash means it is relative to the current node.
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@"A" # Immediate child A
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@"A/B" # A's child B
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@"." # The current node.
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@".." # The parent node.
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@"../C" # A sibling node C.
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# A leading slash means it is absolute from the SceneTree.
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@"/root" # Equivalent to get_tree().get_root().
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@"/root/Main" # If your main scene's root node were named "Main".
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@"/root/MyAutoload" # If you have an autoloaded node or scene.
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[/codeblock]
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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