A class stored as a resource. A class stored as a resource. A script extends the functionality of all objects that instantiate it. This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error. The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. $DOCS_URL/tutorials/scripting/index.html Returns [code]true[/code] if the script can be instantiated. Returns the script directly inherited by this script. Returns the class name associated with the script, if there is one. Returns an empty string otherwise. To give the script a global name, you can use the [code]class_name[/code] keyword in GDScript and the [code][GlobalClass][/code] attribute in C#. [codeblocks] [gdscript] class_name MyNode extends Node [/gdscript] [csharp] using Godot; [GlobalClass] public partial class MyNode : Node { } [/csharp] [/codeblocks] Returns the script's base type. Returns the default value of the specified property. Returns a dictionary containing constant names and their values. Returns the list of methods in this [Script]. Returns the list of properties in this [Script]. Returns the list of user signals defined in this [Script]. Returns [code]true[/code] if the script, or a base class, defines a signal with the given name. Returns [code]true[/code] if the script contains non-empty source code. Returns [code]true[/code] if [param base_object] is an instance of this script. Returns [code]true[/code] if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated. Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor. Reloads the script's class implementation. Returns an error code. The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.