class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Object Node
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 scene. 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.

Scene tree: The SceneTree contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its _enter_tree() callback is triggered. Child nodes are always added after their parent node, i.e. the _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 NOTIFICATION_READY notification and their respective _ready() callbacks are triggered. For groups of nodes, the _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: _enter_tree() of the parent, _enter_tree() of the children, _ready() of the children and finally _ready() of the parent (recursively for the entire scene tree).

Processing: Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback _process(), toggled with set_process()) happens as fast as possible and is dependent on the frame rate, so the processing time delta (in seconds) is passed as an argument. Physics processing (callback _physics_process(), toggled with 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 _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 _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 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 Object.free() or queue_free(), it will also free all its children.

Groups: 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 add_to_group(), is_in_group() and 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.

Networking with nodes: 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 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.

Signal child_entered_tree<>( Node node=, node:Node=, ):Signal

Emitted when the child node enters the SceneTree, usually because this node entered the tree (see tree_entered), or add_child() has been called.

This signal is emitted after the child node's own NOTIFICATION_ENTER_TREE and tree_entered.

Signal child_exiting_tree<>( Node node=, node:Node=, ):Signal

Emitted when the child node is about to exit the SceneTree, usually because this node is exiting the tree (see tree_exiting), or because the child node is being removed or freed.

When this signal is received, the child node is still accessible inside the tree. This signal is emitted after the child node's own tree_exiting and NOTIFICATION_EXIT_TREE.

Signal child_order_changed<>():Signal

Emitted when the list of children is changed. This happens when child nodes are added, moved or removed.

Signal editor_description_changed<>( Node node=, node:Node=, ):Signal

Emitted when the node's editor description field changed.

Signal editor_state_changed<>():Signal

Emitted when an attribute of the node that is relevant to the editor is changed. Only emitted in the editor.

Signal ready<>():Signal

Emitted when the node is considered ready, after _ready() is called.

Signal renamed<>():Signal

Emitted when the node's name is changed, if the node is inside the tree.

Signal replacing_by<>( Node node=, node:Node=, ):Signal

Emitted when this node is being replaced by the node, see replace_by().

This signal is emitted after node has been added as a child of the original parent node, but before all original child nodes have been reparented to node.

Signal tree_entered<>():Signal

Emitted when the node enters the tree.

This signal is emitted after the related NOTIFICATION_ENTER_TREE notification.

Signal tree_exited<>():Signal

Emitted after the node exits the tree and is no longer active.

This signal is emitted after the related NOTIFICATION_EXIT_TREE notification.

Signal tree_exiting<>():Signal

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 after the node's _exit_tree(), and before the related NOTIFICATION_EXIT_TREE.

Enum ProcessMode<>():Enum

PROCESS_MODE_INHERIT = 0

Inherits process_mode from the node's parent. This is the default for any newly created node.


PROCESS_MODE_PAUSABLE = 1

Stops processing when SceneTree.paused is true. This is the inverse of PROCESS_MODE_WHEN_PAUSED, and the default for the root node.


PROCESS_MODE_WHEN_PAUSED = 2

Process only when SceneTree.paused is true. This is the inverse of PROCESS_MODE_PAUSABLE.


PROCESS_MODE_ALWAYS = 3

Always process. Keeps processing, ignoring SceneTree.paused. This is the inverse of PROCESS_MODE_DISABLED.


PROCESS_MODE_DISABLED = 4

Never process. Completely disables processing, ignoring SceneTree.paused. This is the inverse of PROCESS_MODE_ALWAYS.

Enum ProcessThreadGroup<>():Enum

PROCESS_THREAD_GROUP_INHERIT = 0

Process this node based on the thread group mode of the first parent (or grandparent) node that has a thread group mode that is not inherit. See process_thread_group for more information.


PROCESS_THREAD_GROUP_MAIN_THREAD = 1

Process this node (and child nodes set to inherit) on the main thread. See process_thread_group for more information.


PROCESS_THREAD_GROUP_SUB_THREAD = 2

Process this node (and child nodes set to inherit) on a sub-thread. See process_thread_group for more information.

Enum ProcessThreadMessages<>():Enum

FLAG_PROCESS_THREAD_MESSAGES = 1

Allows this node to process threaded messages created with call_deferred_thread_group() right before _process() is called.


FLAG_PROCESS_THREAD_MESSAGES_PHYSICS = 2

Allows this node to process threaded messages created with call_deferred_thread_group() right before _physics_process() is called.


FLAG_PROCESS_THREAD_MESSAGES_ALL = 3

Allows this node to process threaded messages created with call_deferred_thread_group() right before either _process() or _physics_process() are called.

Enum PhysicsInterpolationMode<>():Enum

PHYSICS_INTERPOLATION_MODE_INHERIT = 0

Inherits physics_interpolation_mode from the node's parent. This is the default for any newly created node.


PHYSICS_INTERPOLATION_MODE_ON = 1

Enables physics interpolation for this node and for children set to PHYSICS_INTERPOLATION_MODE_INHERIT. This is the default for the root node.


PHYSICS_INTERPOLATION_MODE_OFF = 2

Disables physics interpolation for this node and for children set to PHYSICS_INTERPOLATION_MODE_INHERIT.

Enum DuplicateFlags<>():Enum

DUPLICATE_SIGNALS = 1

Duplicate the node's signal connections.


DUPLICATE_GROUPS = 2

Duplicate the node's groups.


DUPLICATE_SCRIPTS = 4

Duplicate the node's script (also overriding the duplicated children's scripts, if combined with DUPLICATE_USE_INSTANTIATION).


DUPLICATE_USE_INSTANTIATION = 8

Duplicate using PackedScene.instantiate(). If the node comes from a scene saved on disk, reuses PackedScene.instantiate() as the base for the duplicated node and its children.

Enum InternalMode<>():Enum

INTERNAL_MODE_DISABLED = 0

The node will not be internal.


INTERNAL_MODE_FRONT = 1

The node will be placed at the beginning of the parent's children, before any non-internal sibling.


INTERNAL_MODE_BACK = 2

The node will be placed at the end of the parent's children, after any non-internal sibling.

Enum AutoTranslateMode<>():Enum

AUTO_TRANSLATE_MODE_INHERIT = 0

Inherits auto_translate_mode from the node's parent. This is the default for any newly created node.


AUTO_TRANSLATE_MODE_ALWAYS = 1

Always automatically translate. This is the inverse of AUTO_TRANSLATE_MODE_DISABLED, and the default for the root node.


AUTO_TRANSLATE_MODE_DISABLED = 2

Never automatically translate. This is the inverse of AUTO_TRANSLATE_MODE_ALWAYS.

AutoTranslateMode auto_translate_mode<>():AutoTranslateMode

Defines if any text should automatically change to its translated version depending on the current locale (for nodes such as Label, RichTextLabel, Window, etc.). Also decides if the node's strings should be parsed for POT generation.

Note: For the root node, auto translate mode can also be set via ProjectSettings.internationalization/rendering/root_node_auto_translate.

String editor_description<>():String

An optional description to the node. It will be displayed as a tooltip when hovering over the node in the editor's Scene dock.

MultiplayerAPI multiplayer<>():MultiplayerAPI

The MultiplayerAPI instance associated with this node. See SceneTree.get_multiplayer().

Note: 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.

StringName name<>():StringName

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.

Note: When changing the name, the following characters will be replaced with an underscore: (. : @ / " %). In particular, the @ character is reserved for auto-generated names. See also String.validate_node_name().

Node owner<>():Node

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. See also unique_name_in_owner.

Note: In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will not be saved. To prevent this, remember to set the owner after calling add_child().

PhysicsInterpolationMode physics_interpolation_mode<>():PhysicsInterpolationMode

Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See ProjectSettings.physics/common/physics_interpolation and SceneTree.physics_interpolation for the global setting.

Note: When teleporting a node to a distant position you should temporarily disable interpolation with reset_physics_interpolation().

ProcessMode process_mode<>():ProcessMode

The node's processing behavior (see ProcessMode). To check if the node can process in its current mode, use can_process().

int process_physics_priority<>():int

Similar to process_priority but for NOTIFICATION_PHYSICS_PROCESS, _physics_process(), or NOTIFICATION_INTERNAL_PHYSICS_PROCESS.

int process_priority<>():int

The node's execution order of the process callbacks (_process(), NOTIFICATION_PROCESS, and NOTIFICATION_INTERNAL_PROCESS). Nodes whose priority value is lower call their process callbacks first, regardless of tree order.

ProcessThreadGroup process_thread_group<>():ProcessThreadGroup

Set the process thread group for this node (basically, whether it receives NOTIFICATION_PROCESS, NOTIFICATION_PHYSICS_PROCESS, _process() or _physics_process() (and the internal versions) on the main thread or in a sub-thread.

By default, the thread group is 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 process_thread_group_order). If the value is set is PROCESS_THREAD_GROUP_SUB_THREAD, this thread group will occur on a sub thread (not the main thread), otherwise if set to 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 default thread group. 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 Object.call_deferred(), call_thread_safe(), 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 PROCESS_THREAD_GROUP_INHERIT will include any child (and grandchild) 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.

int process_thread_group_order<>():int

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.

BitField process_thread_messages<>():BitField

Set whether the current thread group will process messages (calls to call_deferred_thread_group() on threads), and whether it wants to receive them during regular process or physics process callbacks.

String scene_file_path<>():String

The original scene's file path, if the node has been instantiated from a PackedScene file. Only scene root nodes contains this.

bool unique_name_in_owner<>():bool

If true, the node can be accessed from any node sharing the same owner or from the owner itself, with special %Name syntax in get_node().

Note: If another node with the same owner shares the same name as this node, the other node will no longer be accessible as unique.

void _enter_tree<>():void

Called when the node enters the SceneTree (e.g. upon instantiating, scene changing, or after calling add_child() in a script). If the node has children, its _enter_tree() callback will be called first, and then that of the children.

Corresponds to the NOTIFICATION_ENTER_TREE notification in Object._notification().

void _exit_tree<>():void

Called when the node is about to leave the SceneTree (e.g. upon freeing, scene changing, or after calling remove_child() in a script). If the node has children, its _exit_tree() callback will be called last, after all its children have left the tree.

Corresponds to the NOTIFICATION_EXIT_TREE notification in Object._notification() and signal tree_exiting. To get notified when the node has already left the active tree, connect to the tree_exited.

PackedStringArray _get_configuration_warnings<>():PackedStringArray

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 tool script.

Returning an empty array produces no warnings.

Call update_configuration_warnings() when the warnings need to be updated for this node.

@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 []
void _input<>( InputEvent event=, event:InputEvent=, ):void

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 set_process_input().

To consume the input event and stop it propagating further to other nodes, Viewport.set_input_as_handled() can be called.

For gameplay input, _unhandled_input() and _unhandled_key_input() are usually a better fit as they allow the GUI to intercept the events first.

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

void _physics_process<>( float delta=, delta:float=, ):void

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 delta parameter will generally be constant (see exceptions below). 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 set_physics_process().

Processing happens in order of process_physics_priority, lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).

Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in Object._notification().

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

Note: delta will be larger than expected if running at a framerate lower than Engine.physics_ticks_per_second / Engine.max_physics_steps_per_frame FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both _process() and _physics_process(). As a result, avoid using delta for time measurements in real-world seconds. Use the Time singleton's methods for this purpose instead, such as Time.get_ticks_usec().

void _process<>( float delta=, delta:float=, ):void

Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the delta time since the previous frame is not constant. 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 set_process().

Processing happens in order of process_priority, lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).

Corresponds to the NOTIFICATION_PROCESS notification in Object._notification().

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

Note: delta will be larger than expected if running at a framerate lower than Engine.physics_ticks_per_second / Engine.max_physics_steps_per_frame FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both _process() and _physics_process(). As a result, avoid using delta for time measurements in real-world seconds. Use the Time singleton's methods for this purpose instead, such as Time.get_ticks_usec().

void _ready<>():void

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 _ready() callbacks get triggered first, and the parent node will receive the ready notification afterwards.

Corresponds to the NOTIFICATION_READY notification in Object._notification(). See also the @onready annotation for variables.

Usually used for initialization. For even earlier initialization, Object._init() may be used. See also _enter_tree().

Note: This method may be called only once for each node. After removing a node from the scene tree and adding it again, _ready() will not be called a second time. This can be bypassed by requesting another call with request_ready(), which may be called anywhere before adding the node again.

void _shortcut_input<>( InputEvent event=, event:InputEvent=, ):void

Called when an InputEventKey, InputEventShortcut, or InputEventJoypadButton hasn't been consumed by _input() or any GUI Control item. It is called before _unhandled_key_input() and _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 set_process_shortcut_input().

To consume the input event and stop it propagating further to other nodes, Viewport.set_input_as_handled() can be called.

This method can be used to handle shortcuts. For generic GUI events, use _input() instead. Gameplay events should usually be handled with either _unhandled_input() or _unhandled_key_input().

Note: This method is only called if the node is present in the scene tree (i.e. if it's not orphan).

void _unhandled_input<>( InputEvent event=, event:InputEvent=, ):void

Called when an InputEvent hasn't been consumed by _input() or any GUI Control item. It is called after _shortcut_input() and after _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 set_process_unhandled_input().

To consume the input event and stop it propagating further to other nodes, Viewport.set_input_as_handled() can be called.

For gameplay input, this method is usually a better fit than _input(), as GUI events need a higher priority. For keyboard shortcuts, consider using _shortcut_input() instead, as it is called before this method. Finally, to handle keyboard events, consider using _unhandled_key_input() for performance reasons.

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

void _unhandled_key_input<>( InputEvent event=, event:InputEvent=, ):void

Called when an InputEventKey hasn't been consumed by _input() or any GUI Control item. It is called after _shortcut_input() but before _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 set_process_unhandled_key_input().

To consume the input event and stop it propagating further to other nodes, Viewport.set_input_as_handled() can be called.

This method can be used to handle Unicode character input with Alt, Alt + Ctrl, and Alt + Shift modifiers, after shortcuts were handled.

For gameplay input, this and _unhandled_input() are usually a better fit than _input(), as GUI events should be handled first. This method also performs better than _unhandled_input(), since unrelated events such as InputEventMouseMotion are automatically filtered. For shortcuts, consider using _shortcut_input() instead.

Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).

void add_child<>( Node node=, node:Node=, bool force_readable_name=false, force_readable_name:bool=false, InternalMode internal=0, internal:InternalMode=0, ):void

Adds a child 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 force_readable_name is true, improves the readability of the added node. If not named, the node is renamed to its type, and if it shares name with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to false, which assigns a dummy name featuring @ in both situations.

If internal is different than INTERNAL_MODE_DISABLED, the child will be added as internal node. These nodes are ignored by methods like get_children(), unless their parameter include_internal is true. 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 InternalMode for available modes.

Note: If node already has a parent, this method will fail. Use remove_child() first to remove node from its current parent. For example:

var child_node = get_child(0) if child_node.get_parent(): child_node.get_parent().remove_child(child_node) add_child(child_node)

If you need the child node to be added below a specific node in the list of children, use add_sibling() instead of this method.

Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child(). This is typically relevant for tool scripts and editor plugins. If add_child() is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

void add_sibling<>( Node sibling=, sibling:Node=, bool force_readable_name=false, force_readable_name:bool=false, ):void

Adds a sibling node to this node's parent, and moves the added sibling right below this node.

If force_readable_name is true, improves the readability of the added sibling. If not named, the sibling is renamed to its type, and if it shares name with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to false, which assigns a dummy name featuring @ in both situations.

Use 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.

Note: If this node is internal, the added sibling will be internal too (see add_child()'s internal parameter).

void add_to_group<>( StringName group=, group:StringName=, bool persistent=false, persistent:bool=false, ):void

Adds the node to the group. Groups can be helpful to organize a subset of nodes, for example "enemies" or "collectables". See notes in the description, and the group methods in SceneTree.

If persistent is true, the group will be stored when saved inside a PackedScene. All groups created and displayed in the Node dock are persistent.

Note: To improve performance, the order of group names is not guaranteed and may vary between project runs. Therefore, do not rely on the group order.

Note: SceneTree's group methods will not work on this node if not inside the tree (see is_inside_tree()).

String atr<>( String message=, message:String=, StringName context="", context:StringName="", ):String

Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

This method works the same as Object.tr(), with the addition of respecting the auto_translate_mode state.

If Object.can_translate_messages() is false, or no translation is available, this method returns the message without changes. See Object.set_message_translation().

For detailed examples, see Internationalizing games.

String atr_n<>( String message=, message:String=, StringName plural_message=, plural_message:StringName=, int n=, n:int=, StringName context="", context:StringName="", ):String

Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

This method works the same as Object.tr_n(), with the addition of respecting the auto_translate_mode state.

If Object.can_translate_messages() is false, or no translation is available, this method returns message or plural_message, without changes. See Object.set_message_translation().

The n is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It's recommended to handle these cases with atr().

Variant call_deferred_thread_group<>( StringName method=, method:StringName=, ... params=, params:...=, ):Variant

This function is similar to 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 NOTIFICATION_PROCESS or NOTIFICATION_PHYSICS_PROCESS, the _process() or _physics_process() or their internal versions are called.

Variant call_thread_safe<>( StringName method=, method:StringName=, ... params=, params:...=, ):Variant

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.

bool can_process<>():bool

Returns true if the node can receive processing notifications and input callbacks (NOTIFICATION_PROCESS, _input(), etc.) from the SceneTree and Viewport. The returned value depends on process_mode:

If the node is not inside the tree, returns false no matter the value of process_mode.

Tween create_tween<>():Tween

Creates a new Tween and binds it to this node.

This is the equivalent of doing:

get_tree().create_tween().bind_node(self)

The Tween will start automatically on the next process frame or physics frame (depending on TweenProcessMode). See Tween.bind_node() for more info on Tweens bound to nodes.

Note: The method can still be used when the node is not inside SceneTree. It can fail in an unlikely case of using a custom MainLoop.

Node duplicate<>( int flags=15, flags:int=15, ):Node

Duplicates the node, returning a new node with all of its properties, signals, groups, and children copied from the original. The behavior can be tweaked through the flags (see DuplicateFlags).

Note: For nodes with a Script attached, if Object._init() has been defined with required parameters, the duplicated node will not have a Script.

Node find_child<>( String pattern=, pattern:String=, bool recursive=true, recursive:bool=true, bool owned=true, owned:bool=true, ):Node

Finds the first descendant of this node whose name matches pattern, returning null if no match is found. The matching is done against node names, not their paths, through String.match(). As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character.

If recursive is false, 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 internal parameter in add_child()).

If owned is true, only descendants with a valid owner node are checked.

Note: This method can be very slow. Consider storing a reference to the found node in a variable. Alternatively, use get_node() with unique names (see unique_name_in_owner).

Note: To find all descendant nodes matching a pattern or a class type, see find_children().

Array find_children<>( String pattern=, pattern:String=, String type="", type:String="", bool recursive=true, recursive:bool=true, bool owned=true, owned:bool=true, ):Array

Finds all descendants of this node whose names match pattern, returning an empty Array if no match is found. The matching is done against node names, not their paths, through String.match(). As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character.

If type is not empty, only ancestors inheriting from type are included (see Object.is_class()).

If recursive is false, 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 internal parameter in add_child()).

If owned is true, only descendants with a valid owner node are checked.

Note: This method can be very slow. Consider storing references to the found nodes in a variable.

Note: To find a single descendant node matching a pattern, see find_child().

Node find_parent<>( String pattern=, pattern:String=, ):Node

Finds the first ancestor of this node whose name matches pattern, returning null if no match is found. The matching is done through String.match(). As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character. See also find_child() and find_children().

Note: 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 get_node() with unique names (see unique_name_in_owner).

Node get_child<>( int idx=, idx:int=, bool include_internal=false, include_internal:bool=false, ):Node

Fetches a child node by its index. Each child node has an index relative its siblings (see 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 get_child_count() to iterate over this node's children. If no child exists at the given index, this method returns null and an error is generated.

If include_internal is false, internal children are ignored (see add_child()'s internal parameter).

# 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"

Note: To fetch a node by NodePath, use get_node().

int get_child_count<>( bool include_internal=false, include_internal:bool=false, ):int

Returns the number of children of this node.

If include_internal is false, internal children are not counted (see add_child()'s internal parameter).

Array get_children<>( bool include_internal=false, include_internal:bool=false, ):Array

Returns all children of this node inside an Array.

If include_internal is false, excludes internal children from the returned array (see add_child()'s internal parameter).

Array get_groups<>():Array

Returns an Array of group names that the node has been added to.

Note: To improve performance, the order of group names is not guaranteed and may vary between project runs. Therefore, do not rely on the group order.

Note: This method may also return some group names starting with an underscore (_). 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:

# 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)
int get_index<>( bool include_internal=false, include_internal:bool=false, ):int

Returns this node's order among its siblings. The first node's index is 0. See also get_child().

If include_internal is false, returns the index ignoring internal children. The first, non-internal child will have an index of 0 (see add_child()'s internal parameter).

Window get_last_exclusive_window<>():Window

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.

int get_multiplayer_authority<>():int

Returns the peer ID of the multiplayer authority for this node. See set_multiplayer_authority().

Node get_node<>( NodePath path=, path:NodePath=, ):Node

Fetches a node. The NodePath can either be a relative path (from this node), or an absolute path (from the SceneTree.root) to a node. If path does not point to a valid node, generates an error and returns null. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error.

Note: Fetching by absolute path only works when the node is inside the scene tree (see is_inside_tree()).

Example: Assume this method is called from the Character node, inside the following tree:

┖╴root
   ┠╴Character (you are here!)
   ┃  ┠╴Sword
   ┃  ┖╴Backpack
   ┃     ┖╴Dagger
   ┠╴MyGame
   ┖╴Swamp
      ┠╴Alligator
      ┠╴Mosquito
      ┖╴Goblin

The following calls will return a valid node:

get_node("Sword") get_node("Backpack/Dagger") get_node("../Swamp/Alligator") get_node("/root/MyGame")
Array get_node_and_resource<>( NodePath path=, path:NodePath=, ):Array

Fetches a node and its most nested resource as specified by the NodePath's subname. Returns an Array of size 3 where:

  • Element 0 is the Node, or null if not found;

  • Element 1 is the subname's last nested Resource, or null if not found;

  • Element 2 is the remaining NodePath, referring to an existing, non-Resource property (see Object.get_indexed()).

Example: Assume that the child's Sprite2D.texture has been assigned a AtlasTexture:

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"
Node get_node_or_null<>( NodePath path=, path:NodePath=, ):Node

Fetches a node by NodePath. Similar to get_node(), but does not generate an error if path does not point to a valid node.

Node get_parent<>():Node

Returns this node's parent node, or null if the node doesn't have a parent.

NodePath get_path<>():NodePath

Returns the node's absolute path, relative to the SceneTree.root. If the node is not inside the scene tree, this method fails and returns an empty NodePath.

NodePath get_path_to<>( Node node=, node:Node=, bool use_unique_path=false, use_unique_path:bool=false, ):NodePath

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same SceneTree or scene hierarchy, otherwise this method fails and returns an empty NodePath.

If use_unique_path is true, returns the shortest path accounting for this node's unique name (see unique_name_in_owner).

Note: 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.

float get_physics_process_delta_time<>():float

Returns the time elapsed (in seconds) since the last physics callback. This value is identical to _physics_process()'s delta parameter, and is often consistent at run-time, unless Engine.physics_ticks_per_second is changed. See also NOTIFICATION_PHYSICS_PROCESS.

Note: The returned value will be larger than expected if running at a framerate lower than Engine.physics_ticks_per_second / Engine.max_physics_steps_per_frame FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both _process() and _physics_process(). As a result, avoid using delta for time measurements in real-world seconds. Use the Time singleton's methods for this purpose instead, such as Time.get_ticks_usec().

float get_process_delta_time<>():float

Returns the time elapsed (in seconds) since the last process callback. This value is identical to _process()'s delta parameter, and may vary from frame to frame. See also NOTIFICATION_PROCESS.

Note: The returned value will be larger than expected if running at a framerate lower than Engine.physics_ticks_per_second / Engine.max_physics_steps_per_frame FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both _process() and _physics_process(). As a result, avoid using delta for time measurements in real-world seconds. Use the Time singleton's methods for this purpose instead, such as Time.get_ticks_usec().

Variant get_rpc_config<>():Variant

Returns a Dictionary mapping method names to their RPC configuration defined for this node using rpc_config().

bool get_scene_instance_load_placeholder<>():bool

Returns true if this node is an instance load placeholder. See InstancePlaceholder and set_scene_instance_load_placeholder().

SceneTree get_tree<>():SceneTree

Returns the SceneTree that contains this node. If this node is not inside the tree, generates an error and returns null. See also is_inside_tree().

String get_tree_string<>():String

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 get_node() function. It also can be used in game UI/UX.

May print, for example:

TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
String get_tree_string_pretty<>():String

Similar to 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.

May print, for example:

┖╴TheGame
   ┠╴Menu
   ┃  ┠╴Label
   ┃  ┖╴Camera2D
   ┖╴SplashScreen
      ┖╴Camera2D
Viewport get_viewport<>():Viewport

Returns the node's closest Viewport ancestor, if the node is inside the tree. Otherwise, returns null.

Window get_window<>():Window

Returns the Window that contains this node. If the node is in the main window, this is equivalent to getting the root node (get_tree().get_root()).

bool has_node<>( NodePath path=, path:NodePath=, ):bool

Returns true if the path points to a valid node. See also get_node().

bool has_node_and_resource<>( NodePath path=, path:NodePath=, ):bool

Returns true if path points to a valid node and its subnames point to a valid Resource, e.g. Area2D/CollisionShape2D:shape. Properties that are not Resource types (such as nodes or other Variant types) are not considered. See also get_node_and_resource().

bool is_ancestor_of<>( Node node=, node:Node=, ):bool

Returns true if the given node is a direct or indirect child of this node.

bool is_displayed_folded<>():bool

Returns true if the node is folded (collapsed) in the Scene dock. This method is intended to be used in editor plugins and tools. See also set_display_folded().

bool is_editable_instance<>( Node node=, node:Node=, ):bool

Returns true if node has editable children enabled relative to this node. This method is intended to be used in editor plugins and tools. See also set_editable_instance().

bool is_greater_than<>( Node node=, node:Node=, ):bool

Returns true if the given node occurs later in the scene hierarchy than this node. A node occurring later is usually processed last.

bool is_in_group<>( StringName group=, group:StringName=, ):bool

Returns true if this node has been added to the given group. See add_to_group() and remove_from_group(). See also notes in the description, and the SceneTree's group methods.

bool is_inside_tree<>():bool

Returns true if this node is currently inside a SceneTree. See also get_tree().

bool is_multiplayer_authority<>():bool

Returns true if the local system is the multiplayer authority of this node.

bool is_node_ready<>():bool

Returns true if the node is ready, i.e. it's inside scene tree and all its children are initialized.

request_ready() resets it back to false.

bool is_part_of_edited_scene<>():bool

Returns true if the node is part of the scene currently opened in the editor.

bool is_physics_interpolated<>():bool

Returns true if physics interpolation is enabled for this node (see physics_interpolation_mode).

Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the SceneTree. This can be tested using is_physics_interpolated_and_enabled().

bool is_physics_interpolated_and_enabled<>():bool

Returns true if physics interpolation is enabled (see physics_interpolation_mode) and enabled in the SceneTree.

This is a convenience version of is_physics_interpolated() that also checks whether physics interpolation is enabled globally.

See SceneTree.physics_interpolation and ProjectSettings.physics/common/physics_interpolation.

bool is_physics_processing<>():bool

Returns true if physics processing is enabled (see set_physics_process()).

bool is_physics_processing_internal<>():bool

Returns true if internal physics processing is enabled (see set_physics_process_internal()).

bool is_processing<>():bool

Returns true if processing is enabled (see set_process()).

bool is_processing_input<>():bool

Returns true if the node is processing input (see set_process_input()).

bool is_processing_internal<>():bool

Returns true if internal processing is enabled (see set_process_internal()).

bool is_processing_shortcut_input<>():bool

Returns true if the node is processing shortcuts (see set_process_shortcut_input()).

bool is_processing_unhandled_input<>():bool

Returns true if the node is processing unhandled input (see set_process_unhandled_input()).

bool is_processing_unhandled_key_input<>():bool

Returns true if the node is processing unhandled key input (see set_process_unhandled_key_input()).

void move_child<>( Node child_node=, child_node:Node=, int to_index=, to_index:int=, ):void

Moves child_node to the given index. A node's index is the order among its siblings. If to_index is negative, the index is counted from the end of the list. See also get_child() and get_index().

Note: The processing order of several engine callbacks (_ready(), _process(), etc.) and notifications sent through propagate_notification() is affected by tree order. CanvasItem nodes are also rendered in tree order. See also process_priority.

void notify_deferred_thread_group<>( int what=, what:int=, ):void

Similar to call_deferred_thread_group(), but for notifications.

void notify_thread_safe<>( int what=, what:int=, ):void

Similar to call_thread_safe(), but for notifications.

void print_orphan_nodes<>():void

Prints all orphan nodes (nodes outside the SceneTree). Useful for debugging.

Note: This method only works in debug builds. Does nothing in a project exported in release mode.

void print_tree<>():void

Prints the node and its children to the console, recursively. The node does not have to be inside the tree. This method outputs NodePaths relative to this node, and is good for copy/pasting into get_node(). See also print_tree_pretty().

May print, for example:

.
Menu
Menu/Label
Menu/Camera2D
SplashScreen
SplashScreen/Camera2D
void print_tree_pretty<>():void

Prints the node and its children to the console, recursively. The node does not have to be inside the tree. Similar to print_tree(), but the graphical representation looks like what is displayed in the editor's Scene dock. It is useful for inspecting larger trees.

May print, for example:

┖╴TheGame
   ┠╴Menu
   ┃  ┠╴Label
   ┃  ┖╴Camera2D
   ┖╴SplashScreen
      ┖╴Camera2D
void propagate_call<>( StringName method=, method:StringName=, Array args=[], args:Array=[], bool parent_first=false, parent_first:bool=false, ):void

Calls the given method name, passing args as arguments, on this node and all of its children, recursively.

If parent_first is true, the method is called on this node first, then on all of its children. If false, the children's methods are called first.

void propagate_notification<>( int what=, what:int=, ):void

Calls Object.notification() with what on this node and all of its children, recursively.

void queue_free<>():void

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 Object.free(), the node is not deleted instantly, and it can still be accessed before deletion. It is also safe to call queue_free() multiple times. Use Object.is_queued_for_deletion() to check if the node will be deleted at the end of the frame.

Note: The node will only be freed after all other deferred calls are finished. Using this method is not always the same as calling Object.free() through Object.call_deferred().

void remove_child<>( Node node=, node:Node=, ):void

Removes a child node. The node, along with its children, are not deleted. To delete a node, see queue_free().

Note: When this node is inside the tree, this method sets the owner of the removed node (or its descendants) to null, if their owner is no longer an ancestor (see is_ancestor_of()).

void remove_from_group<>( StringName group=, group:StringName=, ):void

Removes the node from the given group. Does nothing if the node is not in the group. See also notes in the description, and the SceneTree's group methods.

void reparent<>( Node new_parent=, new_parent:Node=, bool keep_global_transform=true, keep_global_transform:bool=true, ):void

Changes the parent of this Node to the new_parent. The node needs to already have a parent. The node's owner is preserved if its owner is still reachable from the new location (i.e., the node is still a descendant of the new parent after the operation).

If keep_global_transform is true, the node's global transform will be preserved if supported. Node2D, Node3D and Control support this argument (but Control keeps only position).

void replace_by<>( Node node=, node:Node=, bool keep_groups=false, keep_groups:bool=false, ):void

Replaces this node by the given node. All children of this node are moved to node.

If keep_groups is true, the node is added to the same groups that the replaced node is in (see add_to_group()).

Warning: The replaced node is removed from the tree, but it is not deleted. To prevent memory leaks, store a reference to the node in a variable, or use Object.free().

void request_ready<>():void

Requests _ready() to be called again the next time the node enters the tree. Does not immediately call _ready().

Note: 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 _ready() callbacks will be the same as normal.

void reset_physics_interpolation<>():void

When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.

That glitch can be prevented by calling this method, which temporarily disables interpolation until the physics tick is complete.

The notification NOTIFICATION_RESET_PHYSICS_INTERPOLATION will be received by the node and all children recursively.

Note: This function should be called after moving the node, rather than before.

Error rpc<>( StringName method=, method:StringName=, ... params=, params:...=, ):Error

Sends a remote procedure call request for the given 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 name. Behavior depends on the RPC configuration for the given method (see rpc_config() and @GDScript.@rpc). By default, methods are not exposed to RPCs.

May return @GlobalScope.OK if the call is successful, @GlobalScope.ERR_INVALID_PARAMETER if the arguments passed in the method do not match, @GlobalScope.ERR_UNCONFIGURED if the node's multiplayer cannot be fetched (such as when the node is not inside the tree), @GlobalScope.ERR_CONNECTION_ERROR if multiplayer's connection is not available.

Note: You can only safely use RPCs on clients after you received the MultiplayerAPI.connected_to_server signal from the MultiplayerAPI. You also need to keep track of the connection state, either by the MultiplayerAPI signals like MultiplayerAPI.server_disconnected or by checking (get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED).

void rpc_config<>( StringName method=, method:StringName=, Variant config=, config:Variant=, ):void

Changes the RPC configuration for the given method. config should either be null to disable the feature (as by default), or a Dictionary containing the following entries:

  • rpc_mode: see RPCMode;

  • transfer_mode: see TransferMode;

  • call_local: if true, the method will also be called locally;

  • channel: an int representing the channel to send the RPC on.

Note: In GDScript, this method corresponds to the @GDScript.@rpc annotation, with various parameters passed (@rpc(any), @rpc(authority)...). See also the high-level multiplayer tutorial.

Error rpc_id<>( int peer_id=, peer_id:int=, StringName method=, method:StringName=, ... params=, params:...=, ):Error

Sends a rpc() to a specific peer identified by peer_id (see MultiplayerPeer.set_target_peer()).

May return @GlobalScope.OK if the call is successful, @GlobalScope.ERR_INVALID_PARAMETER if the arguments passed in the method do not match, @GlobalScope.ERR_UNCONFIGURED if the node's multiplayer cannot be fetched (such as when the node is not inside the tree), @GlobalScope.ERR_CONNECTION_ERROR if multiplayer's connection is not available.

void set_deferred_thread_group<>( StringName property=, property:StringName=, Variant value=, value:Variant=, ):void

Similar to call_deferred_thread_group(), but for setting properties.

void set_display_folded<>( bool fold=, fold:bool=, ):void

If set to true, 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 is_displayed_folded().

void set_editable_instance<>( Node node=, node:Node=, bool is_editable=, is_editable:bool=, ):void

Set to true to allow all nodes owned by node to be available, and editable, in the Scene dock, even if their 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 is_editable_instance().

void set_multiplayer_authority<>( int id=, id:int=, bool recursive=true, recursive:bool=true, ):void

Sets the node's multiplayer authority to the peer with the given peer 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 rpc_config() and the MultiplayerAPI.

If recursive is true, the given peer is recursively set as the authority for all children of this node.

Warning: This does not 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 MultiplayerSpawner.spawn_function, an RPC, or a MultiplayerSynchronizer. Furthermore, the parent's authority does not propagate to newly added children.

void set_physics_process<>( bool enable=, enable:bool=, ):void

If set to true, enables physics (fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 FPS, see Engine.physics_ticks_per_second to change) interval (and the _physics_process() callback will be called if it exists).

Note: If _physics_process() is overridden, this will be automatically enabled before _ready() is called.

void set_physics_process_internal<>( bool enable=, enable:bool=, ):void

If set to true, enables internal physics for this node. Internal physics processing happens in isolation from the normal _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 (set_physics_process()).

Warning: 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.

void set_process<>( bool enable=, enable:bool=, ):void

If set to true, enables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the _process() callback will be called if it exists).

Note: If _process() is overridden, this will be automatically enabled before _ready() is called.

Note: This method only affects the _process() callback, i.e. it has no effect on other callbacks like _physics_process(). If you want to disable all processing for the node, set process_mode to PROCESS_MODE_DISABLED.

void set_process_input<>( bool enable=, enable:bool=, ):void

If set to true, enables input processing.

Note: If _input() is overridden, this will be automatically enabled before _ready() is called. Input processing is also already enabled for GUI controls, such as Button and TextEdit.

void set_process_internal<>( bool enable=, enable:bool=, ):void

If set to true, enables internal processing for this node. Internal processing happens in isolation from the normal _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 (set_process()).

Warning: 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.

void set_process_shortcut_input<>( bool enable=, enable:bool=, ):void

If set to true, enables shortcut processing for this node.

Note: If _shortcut_input() is overridden, this will be automatically enabled before _ready() is called.

void set_process_unhandled_input<>( bool enable=, enable:bool=, ):void

If set to true, enables unhandled input processing. It enables the node to receive all input that was not previously handled (usually by a Control).

Note: If _unhandled_input() is overridden, this will be automatically enabled before _ready() is called. Unhandled input processing is also already enabled for GUI controls, such as Button and TextEdit.

void set_process_unhandled_key_input<>( bool enable=, enable:bool=, ):void

If set to true, enables unhandled key input processing.

Note: If _unhandled_key_input() is overridden, this will be automatically enabled before _ready() is called.

void set_scene_instance_load_placeholder<>( bool load_placeholder=, load_placeholder:bool=, ):void

If set to true, the node becomes a InstancePlaceholder when packed and instantiated from a PackedScene. See also get_scene_instance_load_placeholder().

void set_thread_safe<>( StringName property=, property:StringName=, Variant value=, value:Variant=, ):void

Similar to call_thread_safe(), but for setting properties.

void set_translation_domain_inherited<>():void

Makes this node inherit the translation domain from its parent node. If this node has no parent, the main translation domain will be used.

This is the default behavior for all nodes. Calling Object.set_translation_domain() disables this behavior.

void update_configuration_warnings<>():void

Refreshes the warnings displayed for this node in the Scene dock. Use _get_configuration_warnings() to customize the warning messages to display.




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