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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-06-12 23:43:34 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-06-12 23:43:34 +0200
commitb2ba78ff0f7e83e2b62f3bd0db1afb282781c2ed (patch)
treeb11010ce13e4e7673b9f97a49cd27c4337aedaf2 /doc
parent84abf5a979648081a9076ec6b342f5f9d33093d4 (diff)
Clarify Node virtual methdods not being called if node is orphan
This closes #39489.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Node.xml5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 04c8d2bf57..9617ee0437 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -55,6 +55,7 @@
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 orphan).
</description>
</method>
<method name="_physics_process" qualifiers="virtual">
@@ -66,6 +67,7 @@
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 [code]delta[/code] variable should be constant.
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 orphan).
</description>
</method>
<method name="_process" qualifiers="virtual">
@@ -77,6 +79,7 @@
Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant.
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 orphan).
</description>
</method>
<method name="_ready" qualifiers="virtual">
@@ -99,6 +102,7 @@
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 and [method _unhandled_key_input] are usually a better fit than [method _input] 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 orphan).
</description>
</method>
<method name="_unhandled_key_input" qualifiers="virtual">
@@ -111,6 +115,7 @@
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.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] 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 orphan).
</description>
</method>
<method name="add_child">