A pre-parsed relative or absolute path in a scene tree, for use with 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 example, "Path2D/PathFollow2D/Sprite2D:texture:size"
would refer to the size
property of the texture
resource on the node named "Sprite2D"
, which is a child of the other named nodes in the path.
You will usually just pass a string to 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 ^"path"
. Exporting a NodePath variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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.
Some examples of NodePaths include the following:
See also StringName, which is a similar concept for general-purpose string interning.
Constructs an empty NodePath.
Constructs a NodePath as a copy of the given NodePath. NodePath("example")
is equivalent to ^"example"
.
Creates a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite2D:texture:size"
. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, "."
and ".."
indicate the current node and its parent.
The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
Returns true
if two node paths are not equal.
Returns true
if two node paths are equal, i.e. all node names in the path are the same and in the same order.
Returns a node path with a colon character (:
) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
Returns all paths concatenated with a slash character (/
) as separator without subnames.
Returns all subnames concatenated with a colon character (:
) as separator, i.e. the right side of the first colon in a node path.
Gets the node name indicated by idx
(0 to get_name_count - 1).
Gets the number of node names which make up the path. Subnames (see get_subname_count) are not included.
For example, "Path2D/PathFollow2D/Sprite2D"
has 3 names.
Gets the resource or property name indicated by idx
(0 to get_subname_count - 1).
Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character (:
) in the node path.
For example, "Path2D/PathFollow2D/Sprite2D:texture:load_path"
has 2 subnames.
Returns the 32-bit hash value representing the NodePath's contents.
Returns true
if the node path is absolute (as opposed to relative), which means that it starts with a slash character (/
). Absolute node paths can be used to access the root node ("/root"
) or autoloads (e.g. "/global"
if a "global" autoload was registered).
Returns true
if the node path is empty.