Base class for all scene objects.
Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.
A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instantiating scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, not [Node]. It isn't exposed like most properties but does have a setter and getter (see [method Object.set_script] and [method Object.get_script]).
$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html
https://github.com/godotengine/godot-demo-projects/
Called when the node enters the [SceneTree] (e.g. upon instantiating, scene changing, or after calling [method add_child] in a script). If the node has children, its [method _enter_tree] callback will be called first, and then that of the children.
Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method Object._notification].
Called when the node is about to leave the [SceneTree] (e.g. upon freeing, scene changing, or after calling [method remove_child] in a script). If the node has children, its [method _exit_tree] callback will be called last, after all its children have left the tree.
Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method Object._notification] and signal [signal tree_exiting]. To get notified when the node has already left the active tree, connect to the [signal tree_exited].
The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a [code]tool[/code] script.
Returning an empty array produces no warnings.
Call [method update_configuration_warnings] when the warnings need to be updated for this node.
[codeblock]
@export var energy = 0:
set(value):
energy = value
update_configuration_warnings()
func _get_configuration_warnings():
if energy < 0:
return ["Energy must be 0 or greater."]
else:
return []
[/codeblock]
Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
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 Viewport.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 an orphan).
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 [param delta] variable should be constant. [param delta] is in seconds.
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 an orphan).
Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [param delta] time since the previous frame is not constant. [param delta] is in seconds.
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 an orphan).
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]@onready[/code] annotation for variables.
Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
[b]Note:[/b] This method may be called only once for each node. After removing a node from the scene tree and adding it again, [method _ready] will [b]not[/b] be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again.
Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. It is called before [method _unhandled_key_input] and [method _unhandled_input]. The input event propagates up through the node tree until a node consumes it.
It is only called if shortcut processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_shortcut_input].
To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
This method can be used to handle shortcuts. For generic GUI events, use [method _input] instead. Gameplay events should usually be handled with either [method _unhandled_input] or [method _unhandled_key_input].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI [Control] item. It is called after [method _shortcut_input] and after [method _unhandled_key_input]. The input event propagates up through the node tree until a node consumes it.
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 Viewport.set_input_as_handled] can be called.
For gameplay input, this method is usually a better fit than [method _input], as GUI events need a higher priority. For keyboard shortcuts, consider using [method _shortcut_input] instead, as it is called before this method. Finally, to handle keyboard events, consider using [method _unhandled_key_input] for performance reasons.
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. It is called after [method _shortcut_input] but before [method _unhandled_input]. The input event propagates up through the node tree until a node consumes it.
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 Viewport.set_input_as_handled] can be called.
This method can be used to handle Unicode character input with [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after shortcuts were handled.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input], as GUI events should be handled first. This method also performs better than [method _unhandled_input], since unrelated events such as [InputEventMouseMotion] are automatically filtered. For shortcuts, consider using [method _shortcut_input] instead.
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
Adds a child [param node]. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
If [param force_readable_name] is [code]true[/code], improves the readability of the added [param node]. If not named, the [param node] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. These nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code]. The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.
[b]Note:[/b] If [param node] already has a parent, this method will fail. Use [method remove_child] first to remove [param node] from its current parent. For example:
[codeblocks]
[gdscript]
var child_node = get_child(0)
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
[/gdscript]
[csharp]
Node childNode = GetChild(0);
if (childNode.GetParent() != null)
{
childNode.GetParent().RemoveChild(childNode);
}
AddChild(childNode);
[/csharp]
[/codeblocks]
If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
Adds a [param sibling] node to this node's parent, and moves the added sibling right below this node.
If [param force_readable_name] is [code]true[/code], improves the readability of the added [param sibling]. If not named, the [param sibling] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children.
[b]Note:[/b] If this node is internal, the added sibling will be internal too (see [method add_child]'s [code]internal[/code] parameter).
Adds the node to the [param group]. Groups can be helpful to organize a subset of nodes, for example [code]"enemies"[/code] or [code]"collectables"[/code]. See notes in the description, and the group methods in [SceneTree].
If [param persistent] is [code]true[/code], the group will be stored when saved inside a [PackedScene]. All groups created and displayed in the Node dock are persistent.
[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] guaranteed and may vary between project runs. Therefore, do not rely on the group order.
[b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node if not inside the tree (see [method is_inside_tree]).
This function is similar to [method Object.call_deferred] except that the call will take place when the node thread group is processed. If the node thread group processes in sub-threads, then the call will be done on that thread, right before [constant NOTIFICATION_PROCESS] or [constant NOTIFICATION_PHYSICS_PROCESS], the [method _process] or [method _physics_process] or their internal versions are called.
This function ensures that the calling of this function will succeed, no matter whether it's being done from a thread or not. If called from a thread that is not allowed to call the function, the call will become deferred. Otherwise, the call will go through directly.
Returns [code]true[/code] if the node can receive processing notifications and input callbacks ([constant NOTIFICATION_PROCESS], [method _input], etc) from the [SceneTree] and [Viewport]. The value depends on both the current [member process_mode] and [member SceneTree.paused]. Returns [code]false[/code] if the node is not inside the tree.
Creates a new [Tween] and binds it to this node. Fails if the node is not inside the tree.
This is the equivalent of doing:
[codeblocks]
[gdscript]
get_tree().create_tween().bind_node(self)
[/gdscript]
[csharp]
GetTree().CreateTween().BindNode(this);
[/csharp]
[/codeblocks]
The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]).
Duplicates the node, returning a new node with all of its properties, signals and groups copied from the original. The behavior can be tweaked through the [param flags] (see [enum DuplicateFlags]).
[b]Note:[/b] For nodes with a [Script] attached, if [method Object._init] has been defined with required parameters, the duplicated node will not have a [Script].
Finds the first descendant of this node whose [member name] matches [param pattern], returning [code]null[/code] if no match is found. The matching is done against node names, [i]not[/i] their paths, through [method String.match]. As such, it is case-sensitive, [code]"*"[/code] matches zero or more characters, and [code]"?"[/code] matches any single character.
If [param recursive] is [code]false[/code], only this node's direct children are checked. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see [code]internal[/code] parameter in [method add_child]).
If [param owned] is [code]true[/code], only descendants with a valid [member owner] node are checked.
[b]Note:[/b] This method can be very slow. Consider storing a reference to the found node in a variable. Alternatively, use [method get_node] with unique names (see [member unique_name_in_owner]).
[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, see [method find_children].
Finds all descendants of this node whose names match [param pattern], returning an empty [Array] if no match is found. The matching is done against node names, [i]not[/i] their paths, through [method String.match]. As such, it is case-sensitive, [code]"*"[/code] matches zero or more characters, and [code]"?"[/code] matches any single character.
If [param type] is not empty, only ancestors inheriting from [param type] are included (see [method Object.is_class]).
If [param recursive] is [code]false[/code], only this node's direct children are checked. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see [code]internal[/code] parameter in [method add_child]).
If [param owned] is [code]true[/code], only descendants with a valid [member owner] node are checked.
[b]Note:[/b] This method can be very slow. Consider storing references to the found nodes in a variable.
[b]Note:[/b] To find a single descendant node matching a pattern, see [method find_child].
Finds the first ancestor of this node whose [member name] matches [param pattern], returning [code]null[/code] if no match is found. The matching is done through [method String.match]. As such, it is case-sensitive, [code]"*"[/code] matches zero or more characters, and [code]"?"[/code] matches any single character. See also [method find_child] and [method find_children].
[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested nodes. Consider storing a reference to the found node in a variable. Alternatively, use [method get_node] with unique names (see [member unique_name_in_owner]).
Fetches a child node by its index. Each child node has an index relative its siblings (see [method get_index]). The first child is at index 0. Negative values can also be used to start from the end of the list. This method can be used in combination with [method get_child_count] to iterate over this node's children. If no child exists at the given index, this method returns [code]null[/code] and an error is generated.
If [param include_internal] is [code]false[/code], internal children are ignored (see [method add_child]'s [code]internal[/code] parameter).
[codeblock]
# Assuming the following are children of this node, in order:
# First, Middle, Last.
var a = get_child(0).name # a is "First"
var b = get_child(1).name # b is "Middle"
var b = get_child(2).name # b is "Last"
var c = get_child(-1).name # c is "Last"
[/codeblock]
[b]Note:[/b] To fetch a node by [NodePath], use [method get_node].
Returns the number of children of this node.
If [param include_internal] is [code]false[/code], internal children are not counted (see [method add_child]'s [code]internal[/code] parameter).
Returns all children of this node inside an [Array].
If [param include_internal] is [code]false[/code], excludes internal children from the returned array (see [method add_child]'s [code]internal[/code] parameter).
Returns an [Array] of group names that the node has been added to.
[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] guaranteed and may vary between project runs. Therefore, do not rely on the group order.
[b]Note:[/b] This method may also return some group names starting with an underscore ([code]_[/code]). These are internally used by the engine. To avoid conflicts, do not use custom groups starting with underscores. To exclude internal groups, see the following code snippet:
[codeblocks]
[gdscript]
# Stores the node's non-internal groups only (as an array of StringNames).
var non_internal_groups = []
for group in get_groups():
if not str(group).begins_with("_"):
non_internal_groups.push_back(group)
[/gdscript]
[csharp]
// Stores the node's non-internal groups only (as a List of StringNames).
List<string> nonInternalGroups = new List<string>();
foreach (string group in GetGroups())
{
if (!group.BeginsWith("_"))
nonInternalGroups.Add(group);
}
[/csharp]
[/codeblocks]
Returns this node's order among its siblings. The first node's index is [code]0[/code]. See also [method get_child].
If [param include_internal] is [code]false[/code], returns the index ignoring internal children. The first, non-internal child will have an index of [code]0[/code] (see [method add_child]'s [code]internal[/code] parameter).
Returns the [Window] that contains this node, or the last exclusive child in a chain of windows starting with the one that contains this node.
Returns the peer ID of the multiplayer authority for this node. See [method set_multiplayer_authority].
Fetches a node. The [NodePath] can either be a relative path (from this node), or an absolute path (from the [member SceneTree.root]) to a node. If [param path] does not point to a valid node, generates an error and returns [code]null[/code]. Attempts to access methods on the return value will result in an [i]"Attempt to call <method> on a null instance."[/i] error.
[b]Note:[/b] Fetching by absolute path only works when the node is inside the scene tree (see [method is_inside_tree]).
[b]Example:[/b] Assume this method is called from the Character node, inside the following tree:
[codeblock]
┖╴root
┠╴Character (you are here!)
┃ ┠╴Sword
┃ ┖╴Backpack
┃ ┖╴Dagger
┠╴MyGame
┖╴Swamp
┠╴Alligator
┠╴Mosquito
┖╴Goblin
[/codeblock]
The following calls will return a valid node:
[codeblocks]
[gdscript]
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
[/gdscript]
[csharp]
GetNode("Sword");
GetNode("Backpack/Dagger");
GetNode("../Swamp/Alligator");
GetNode("/root/MyGame");
[/csharp]
[/codeblocks]
Fetches a node and its most nested resource as specified by the [NodePath]'s subname. Returns an [Array] of size [code]3[/code] where:
- Element [code]0[/code] is the [Node], or [code]null[/code] if not found;
- Element [code]1[/code] is the subname's last nested [Resource], or [code]null[/code] if not found;
- Element [code]2[/code] is the remaining [NodePath], referring to an existing, non-[Resource] property (see [method Object.get_indexed]).
[b]Example:[/b] Assume that the child's [member Sprite2D.texture] has been assigned a [AtlasTexture]:
[codeblocks]
[gdscript]
var a = get_node_and_resource("Area2D/Sprite2D")
print(a[0].name) # Prints Sprite2D
print(a[1]) # Prints <null>
print(a[2]) # Prints ^""
var b = get_node_and_resource("Area2D/Sprite2D:texture:atlas")
print(b[0].name) # Prints Sprite2D
print(b[1].get_class()) # Prints AtlasTexture
print(b[2]) # Prints ^""
var c = get_node_and_resource("Area2D/Sprite2D:texture:atlas:region")
print(c[0].name) # Prints Sprite2D
print(c[1].get_class()) # Prints AtlasTexture
print(c[2]) # Prints ^":region"
[/gdscript]
[csharp]
var a = GetNodeAndResource(NodePath("Area2D/Sprite2D"));
GD.Print(a[0].Name); // Prints Sprite2D
GD.Print(a[1]); // Prints <null>
GD.Print(a[2]); // Prints ^"
var b = GetNodeAndResource(NodePath("Area2D/Sprite2D:texture:atlas"));
GD.Print(b[0].name); // Prints Sprite2D
GD.Print(b[1].get_class()); // Prints AtlasTexture
GD.Print(b[2]); // Prints ^""
var c = GetNodeAndResource(NodePath("Area2D/Sprite2D:texture:atlas:region"));
GD.Print(c[0].name); // Prints Sprite2D
GD.Print(c[1].get_class()); // Prints AtlasTexture
GD.Print(c[2]); // Prints ^":region"
[/csharp]
[/codeblocks]
Fetches a node by [NodePath]. Similar to [method get_node], but does not generate an error if [param path] does not point to a valid node.
Returns this node's parent node, or [code]null[/code] if the node doesn't have a parent.
Returns the node's absolute path, relative to the [member SceneTree.root]. If the node is not inside the scene tree, this method fails and returns an empty [NodePath].
Returns the relative [NodePath] from this node to the specified [param node]. Both nodes must be in the same [SceneTree], otherwise this method fails and returns an empty [NodePath].
If [param use_unique_path] is [code]true[/code], returns the shortest path accounting for this node's unique name (see [member unique_name_in_owner]).
[b]Note:[/b] If you get a relative path which starts from a unique node, the path may be longer than a normal relative path, due to the addition of the unique node's name.
Returns the time elapsed (in seconds) since the last physics callback. This value is identical to [method _physics_process]'s [code]delta[/code] parameter, and is often consistent at run-time, unless [member Engine.physics_ticks_per_second] is changed. See also [constant NOTIFICATION_PHYSICS_PROCESS].
Returns the time elapsed (in seconds) since the last process callback. This value is identical to [method _process]'s [code]delta[/code] parameter, and may vary from frame to frame. See also [constant NOTIFICATION_PROCESS].
Returns [code]true[/code] if this node is an instance load placeholder. See [InstancePlaceholder] and [method set_scene_instance_load_placeholder].
Returns the [SceneTree] that contains this node. If this node is not inside the tree, generates an error and returns [code]null[/code]. See also [method is_inside_tree].
Returns the tree as a [String]. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. It also can be used in game UI/UX.
[b]Example output:[/b]
[codeblock]
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
[/codeblock]
Similar to [method get_tree_string], this returns the tree as a [String]. This version displays a more graphical representation similar to what is displayed in the Scene Dock. It is useful for inspecting larger trees.
[b]Example output:[/b]
[codeblock]
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2D
[/codeblock]
Returns the node's closest [Viewport] ancestor, if the node is inside the tree. Otherwise, returns [code]null[/code].
Returns the [Window] that contains this node. If the node is in the main window, this is equivalent to getting the root node ([code]get_tree().get_root()[/code]).
Returns [code]true[/code] if the [param path] points to a valid node. See also [method get_node].
Returns [code]true[/code] if [param path] points to a valid node and its subnames point to a valid [Resource], e.g. [code]Area2D/CollisionShape2D:shape[/code]. Properties that are not [Resource] types (such as nodes or other [Variant] types) are not considered. See also [method get_node_and_resource].
Returns [code]true[/code] if the given [param node] is a direct or indirect child of this node.
Returns [code]true[/code] if the node is folded (collapsed) in the Scene dock. This method is intended to be used in editor plugins and tools. See also [method set_display_folded].
Returns [code]true[/code] if [param node] has editable children enabled relative to this node. This method is intended to be used in editor plugins and tools. See also [method set_editable_instance].
Returns [code]true[/code] if the given [param node] occurs later in the scene hierarchy than this node. A node occurring later is usually processed last.
Returns [code]true[/code] if this node has been added to the given [param group]. See [method add_to_group] and [method remove_from_group]. See also notes in the description, and the [SceneTree]'s group methods.
Returns [code]true[/code] if this node is currently inside a [SceneTree]. See also [method get_tree].
Returns [code]true[/code] if the local system is the multiplayer authority of this node.
Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree and all its children are initialized.
[method request_ready] resets it back to [code]false[/code].
Returns [code]true[/code] if physics processing is enabled (see [method set_physics_process]).
Returns [code]true[/code] if internal physics processing is enabled (see [method set_physics_process_internal]).
Returns [code]true[/code] if processing is enabled (see [method set_process]).
Returns [code]true[/code] if the node is processing input (see [method set_process_input]).
Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]).
Returns [code]true[/code] if the node is processing shortcuts (see [method set_process_shortcut_input]).
Returns [code]true[/code] if the node is processing unhandled input (see [method set_process_unhandled_input]).
Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
Moves [param child_node] to the given index. A node's index is the order among its siblings. If [param to_index] is negative, the index is counted from the end of the list. See also [method get_child] and [method get_index].
[b]Note:[/b] The processing order of several engine callbacks ([method _ready], [method _process], etc.) and notifications sent through [method propagate_notification] is affected by tree order. [CanvasItem] nodes are also rendered in tree order. See also [member process_priority].
Similar to [method call_deferred_thread_group], but for notifications.
Similar to [method call_thread_safe], but for notifications.
Prints all orphan nodes (nodes outside the [SceneTree]). Useful for debugging.
[b]Note:[/b] This method only works in debug builds. Does nothing in a project exported in release mode.
Prints the node and its children to the console, recursively. The node does not have to be inside the tree. This method outputs [NodePath]s relative to this node, and is good for copy/pasting into [method get_node]. See also [method print_tree_pretty].
[b]Example output:[/b]
[codeblock]
.
Menu
Menu/Label
Menu/Camera2D
SplashScreen
SplashScreen/Camera2D
[/codeblock]
Prints the node and its children to the console, recursively. The node does not have to be inside the tree. Similar to [method print_tree], but the graphical representation looks like what is displayed in the editor's Scene dock. It is useful for inspecting larger trees.
[b]Example output:[/b]
[codeblock]
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2D
[/codeblock]
Calls the given [param method] name, passing [param args] as arguments, on this node and all of its children, recursively.
If [param parent_first] is [code]true[/code], the method is called on this node first, then on all of its children. If [code]false[/code], the children's methods are called first.
Calls [method Object.notification] with [param what] on this node and all of its children, recursively.
Queues this node to be deleted at the end of the current frame. When deleted, all of its children are deleted as well, and all references to the node and its children become invalid.
Unlike with [method Object.free], the node is not deleted instantly, and it can still be accessed before deletion. It is also safe to call [method queue_free] multiple times. Use [method Object.is_queued_for_deletion] to check if the node will be deleted at the end of the frame.
[b]Note:[/b] The node will only be freed after all other deferred calls are finished. Using this method is not always the same as calling [method Object.free] through [method Object.call_deferred].
Removes a child [param node]. The [param node], along with its children, are [b]not[/b] deleted. To delete a node, see [method queue_free].
[b]Note:[/b] When this node is inside the tree, this method sets the [member owner] of the removed [param node] (or its descendants) to [code]null[/code], if their [member owner] is no longer an ancestor (see [method is_ancestor_of]).
Removes the node from the given [param group]. Does nothing if the node is not in the [param group]. See also notes in the description, and the [SceneTree]'s group methods.
Changes the parent of this [Node] to the [param new_parent]. The node needs to already have a parent.
If [param keep_global_transform] is [code]true[/code], the node's global transform will be preserved if supported. [Node2D], [Node3D] and [Control] support this argument (but [Control] keeps only position).
Replaces this node by the given [param node]. All children of this node are moved to [param node].
If [param keep_groups] is [code]true[/code], the [param node] is added to the same groups that the replaced node is in (see [method add_to_group]).
[b]Warning:[/b] The replaced node is removed from the tree, but it is [b]not[/b] deleted. To prevent memory leaks, store a reference to the node in a variable, or use [method Object.free].
Requests [method _ready] to be called again the next time the node enters the tree. Does [b]not[/b] immediately call [method _ready].
[b]Note:[/b] This method only affects the current node. If the node's children also need to request ready, this method needs to be called for each one of them. When the node and its children enter the tree again, the order of [method _ready] callbacks will be the same as normal.
Sends a remote procedure call request for the given [param method] to peers on the network (and locally), sending additional arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same [member name]. Behavior depends on the RPC configuration for the given [param method] (see [method rpc_config] and [annotation @GDScript.@rpc]). By default, methods are not exposed to RPCs.
May return [constant OK] if the call is successful, [constant ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot be fetched (such as when the node is not inside the tree), [constant ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.
[b]Note:[/b] You can only safely use RPCs on clients after you received the [signal MultiplayerAPI.connected_to_server] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [signal MultiplayerAPI.server_disconnected] or by checking ([code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]).
Changes the RPC configuration for the given [param method]. [param config] should either be [code]null[/code] to disable the feature (as by default), or a [Dictionary] containing the following entries:
- [code]rpc_mode[/code]: see [enum MultiplayerAPI.RPCMode];
- [code]transfer_mode[/code]: see [enum MultiplayerPeer.TransferMode];
- [code]call_local[/code]: if [code]true[/code], the method will also be called locally;
- [code]channel[/code]: an [int] representing the channel to send the RPC on.
[b]Note:[/b] In GDScript, this method corresponds to the [annotation @GDScript.@rpc] annotation, with various parameters passed ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]...). See also the [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]high-level multiplayer[/url] tutorial.
Sends a [method rpc] to a specific peer identified by [param peer_id] (see [method MultiplayerPeer.set_target_peer]).
May return [constant OK] if the call is successful, [constant ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot be fetched (such as when the node is not inside the tree), [constant ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.
Similar to [method call_deferred_thread_group], but for setting properties.
If set to [code]true[/code], the node appears folded in the Scene dock. As a result, all of its children are hidden. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also [method is_displayed_folded].
Set to [code]true[/code] to allow all nodes owned by [param node] to be available, and editable, in the Scene dock, even if their [member owner] is not the scene root. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also [method is_editable_instance].
Sets the node's multiplayer authority to the peer with the given peer [param id]. The multiplayer authority is the peer that has authority over the node on the network. Defaults to peer ID 1 (the server). Useful in conjunction with [method rpc_config] and the [MultiplayerAPI].
If [param recursive] is [code]true[/code], the given peer is recursively set as the authority for all children of this node.
[b]Warning:[/b] This does [b]not[/b] automatically replicate the new authority to other peers. It is the developer's responsibility to do so. You may replicate the new authority's information using [member MultiplayerSpawner.spawn_function], an RPC, or a [MultiplayerSynchronizer]. Furthermore, the parent's authority does [b]not[/b] propagate to newly added children.
If set to [code]true[/code], enables physics (fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden.
If set to [code]true[/code], enables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]).
[b]Warning:[/b] Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.
If set to [code]true[/code], enables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden.
If set to [code]true[/code], enables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden.
If set to [code]true[/code], enables internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]).
[b]Warning:[/b] Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.
If set to [code]true[/code], enables shortcut processing for this node. Enabled automatically if [method _shortcut_input] is overridden.
If set to [code]true[/code], enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a [Control]). Enabled automatically if [method _unhandled_input] is overridden.
If set to [code]true[/code], enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden.
If set to [code]true[/code], the node becomes a [InstancePlaceholder] when packed and instantiated from a [PackedScene]. See also [method get_scene_instance_load_placeholder].
Similar to [method call_thread_safe], but for setting properties.
Refreshes the warnings displayed for this node in the Scene dock. Use [method _get_configuration_warnings] to customize the warning messages to display.
An optional description to the node. It will be displayed as a tooltip when hovering over the node in the editor's Scene dock.
The [MultiplayerAPI] instance associated with this node. See [method SceneTree.get_multiplayer].
[b]Note:[/b] Renaming the node, or moving it in the tree, will not move the [MultiplayerAPI] to the new path, you will have to update this manually.
The name of the node. This name must be unique among the siblings (other child nodes from the same parent). When set to an existing sibling's name, the node is automatically renamed.
[b]Note:[/b] When changing the name, the following characters will be removed: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). In particular, the [code]@[/code] character is reserved for auto-generated names. See also [method String.validate_node_name].
The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it.
[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. See also (see [member unique_name_in_owner])
The node's processing behavior (see [enum ProcessMode]). To check if the node is able to process, with the current mode and [member SceneTree.paused], use [method can_process].
Similar to [member process_priority] but for [constant NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal version.
The node's execution order of the process callbacks ([method _process], [method _physics_process], and internal processing). Nodes whose priority value is [i]lower[/i] call their process callbacks first, regardless of tree order.
Set the process thread group for this node (basically, whether it receives [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], [method _process] or [method _physics_process] (and the internal versions) on the main thread or in a sub-thread.
By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], which means that this node belongs to the same thread group as the parent node. The thread groups means that nodes in a specific thread group will process together, separate to other thread groups (depending on [member process_thread_group_order]). If the value is set is [constant PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub thread (not the main thread), otherwise if set to [constant PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If there is not a parent or grandparent node set to something other than inherit, the node will belong to the [i]default thread group[/i]. This default group will process on the main thread and its group order is 0.
During processing in a sub-thread, accessing most functions in nodes outside the thread group is forbidden (and it will result in an error in debug mode). Use [method Object.call_deferred], [method call_thread_safe], [method call_deferred_thread_group] and the likes in order to communicate from the thread groups to the main thread (or to other thread groups).
To better understand process thread groups, the idea is that any node set to any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any children (and grandchildren) nodes set to inherit into its process thread group. this means that the processing of all the nodes in the group will happen together, at the same time as the node including them.
Change the process thread group order. Groups with a lesser order will process before groups with a greater order. This is useful when a large amount of nodes process in sub thread and, afterwards, another group wants to collect their result in the main thread, as an example.
Set whether the current thread group will process messages (calls to [method call_deferred_thread_group] on threads, and whether it wants to receive them during regular process or physics process callbacks.
The original scene's file path, if the node has been instantiated from a [PackedScene] file. Only scene root nodes contains this.
If [code]true[/code], the node can be accessed from any node sharing the same [member owner] or from the [member owner] itself, with special [code]%Name[/code] syntax in [method get_node].
[b]Note:[/b] If another node with the same [member owner] shares the same [member name] as this node, the other node will no longer be accessible as unique.
Emitted when the child [param node] enters the [SceneTree], usually because this node entered the tree (see [signal tree_entered]), or [method add_child] has been called.
This signal is emitted [i]after[/i] the child node's own [constant NOTIFICATION_ENTER_TREE] and [signal tree_entered].
Emitted when the child [param node] is about to exit the [SceneTree], usually because this node is exiting the tree (see [signal tree_exiting]), or because the child [param node] is being removed or freed.
When this signal is received, the child [param node] is still accessible inside the tree. This signal is emitted [i]after[/i] the child node's own [signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE].
Emitted when the list of children is changed. This happens when child nodes are added, moved or removed.
Emitted when the node is considered ready, after [method _ready] is called.
Emitted when the node's [member name] is changed, if the node is inside the tree.
Emitted when this node is being replaced by the [param node], see [method replace_by].
This signal is emitted [i]after[/i] [param node] has been added as a child of the original parent node, but [i]before[/i] all original child nodes have been reparented to [param node].
Emitted when the node enters the tree.
This signal is emitted [i]after[/i] the related [constant NOTIFICATION_ENTER_TREE] notification.
Emitted after the node exits the tree and is no longer active.
This signal is emitted [i]after[/i] the related [constant NOTIFICATION_EXIT_TREE] notification.
Emitted when the node is just about to exit the tree. The node is still valid. As such, this is the right place for de-initialization (or a "destructor", if you will).
This signal is emitted [i]after[/i] the node's [method _exit_tree], and [i]before[/i] the related [constant NOTIFICATION_EXIT_TREE].
Notification received when the node enters a [SceneTree]. See [method _enter_tree].
This notification is received [i]before[/i] the related [signal tree_entered] signal.
Notification received when the node is about to exit a [SceneTree]. See [method _exit_tree].
This notification is received [i]after[/i] the related [signal tree_exiting] signal.
[i]Deprecated.[/i] This notification is no longer emitted. Use [constant NOTIFICATION_CHILD_ORDER_CHANGED] instead.
Notification received when the node is ready. See [method _ready].
Notification received when the node is paused. See [member process_mode].
Notification received when the node is unpaused. See [member process_mode].
Notification received from the tree every physics frame when [method is_physics_processing] returns [code]true[/code]. See [method _physics_process].
Notification received from the tree every rendered frame when [method is_processing] returns [code]true[/code]. See [method _process].
Notification received when the node is set as a child of another node (see [method add_child] and [method add_sibling]).
[b]Note:[/b] This does [i]not[/i] mean that the node entered the [SceneTree].
Notification received when the parent node calls [method remove_child] on this node.
[b]Note:[/b] This does [i]not[/i] mean that the node exited the [SceneTree].
Notification received [i]only[/i] by the newly instantiated scene root node, when [method PackedScene.instantiate] is completed.
Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one.
Can be triggered either by dragging a [Control] that provides drag data (see [method Control._get_drag_data]) or using [method Control.force_drag].
Use [method Viewport.gui_get_drag_data] to get the dragged data.
Notification received when a drag operation ends.
Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded.
Notification received when the node's [member name] or one of its ancestors' [member name] is changed. This notification is [i]not[/i] received when the node is removed from the [SceneTree].
Notification received when the list of children is changed. This happens when child nodes are added, moved or removed.
Notification received from the tree every rendered frame when [method is_processing_internal] returns [code]true[/code].
Notification received from the tree every physics frame when [method is_physics_processing_internal] returns [code]true[/code].
Notification received when the node enters the tree, just before [constant NOTIFICATION_READY] may be received. Unlike the latter, it is sent every time the node enters tree, not just once.
Notification received when the node is disabled. See [constant PROCESS_MODE_DISABLED].
Notification received when the node is enabled again after being disabled. See [constant PROCESS_MODE_DISABLED].
Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.
Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.
Notification received when the mouse enters the window.
Implemented for embedded windows and on desktop and web platforms.
Notification received when the mouse leaves the window.
Implemented for embedded windows and on desktop and web platforms.
Notification received from the OS when the node's [Window] ancestor is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also received).
A [Window] node receives this notification when it is focused.
Notification received from the OS when the node's [Window] ancestor is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also received).
A [Window] node receives this notification when it is defocused.
Notification received from the OS when a close request is sent (e.g. closing the window with a "Close" button or [kbd]Alt + F4[/kbd]).
Implemented on desktop platforms.
Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).
Implemented only on iOS.
Notification received when the window is resized.
[b]Note:[/b] Only the resized [Window] node receives this notification, and it's not propagated to the child nodes.
Notification received from the OS when the screen's dots per inch (DPI) scale is changed. Only implemented on macOS.
Notification received when the mouse cursor enters the [Viewport]'s visible area, that is not occluded behind other [Control]s or [Window]s, provided its [member Viewport.gui_disable_input] is [code]false[/code] and regardless if it's currently focused or not.
Notification received when the mouse cursor leaves the [Viewport]'s visible area, that is not occluded behind other [Control]s or [Window]s, provided its [member Viewport.gui_disable_input] is [code]false[/code] and regardless if it's currently focused or not.
Notification received from the OS when the application is exceeding its allocated memory.
Implemented only on iOS.
Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like [method Object.tr].
Notification received from the OS when a request for "About" information is sent.
Implemented only on macOS.
Notification received from Godot's crash handler when the engine is about to crash.
Implemented on desktop platforms, if the crash handler is enabled.
Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).
Implemented only on macOS.
Notification received from the OS when the application is resumed.
Implemented only on Android.
Notification received from the OS when the application is paused.
Implemented only on Android.
Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a third-party application to any open window of the Godot instance.
Implemented on desktop platforms.
Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a third-party application.
Implemented on desktop platforms.
Notification received when the [TextServer] is changed.
Inherits [member process_mode] from the node's parent. For the root node, it is equivalent to [constant PROCESS_MODE_PAUSABLE]. This is the default for any newly created node.
Stops processing when [member SceneTree.paused] is [code]true[/code]. This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED].
Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This is the inverse of [constant PROCESS_MODE_PAUSABLE].
Always process. Keeps processing, ignoring [member SceneTree.paused]. This is the inverse of [constant PROCESS_MODE_DISABLED].
Never process. Completely disables processing, ignoring [member SceneTree.paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS].
If the [member process_thread_group] property is sent to this, the node will belong to any parent (or grandparent) node that has a thread group mode that is not inherit. See [member process_thread_group] for more information.
Process this node (and children nodes set to inherit) on the main thread. See [member process_thread_group] for more information.
Process this node (and children nodes set to inherit) on a sub-thread. See [member process_thread_group] for more information.
Duplicate the node's signal connections.
Duplicate the node's groups.
Duplicate the node's script (including the ancestor's script, if combined with [constant DUPLICATE_USE_INSTANTIATION]).
Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, re-uses [method PackedScene.instantiate] as the base for the duplicated node and its children.
The node will not be internal.
The node will be placed at the beginning of the parent's children list, before any non-internal sibling.
The node will be placed at the end of the parent's children list, after any non-internal sibling.