A generic array datatype. A generic array that can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 is the second to last, etc.). [b]Example:[/b] [codeblocks] [gdscript] var array = ["One", 2, 3, "Four"] print(array[0]) # One. print(array[2]) # 3. print(array[-1]) # Four. array[2] = "Three" print(array[-2]) # Three. [/gdscript] [csharp] var array = new Godot.Collections.Array{"One", 2, 3, "Four"}; GD.Print(array[0]); // One. GD.Print(array[2]); // 3. GD.Print(array[array.Count - 1]); // Four. array[2] = "Three"; GD.Print(array[array.Count - 2]); // Three. [/csharp] [/codeblocks] Arrays can be concatenated using the [code]+[/code] operator: [codeblocks] [gdscript] var array1 = ["One", 2] var array2 = [3, "Four"] print(array1 + array2) # ["One", 2, 3, "Four"] [/gdscript] [csharp] // Array concatenation is not possible with C# arrays, but is with Godot.Collections.Array. var array1 = new Godot.Collections.Array{"One", 2}; var array2 = new Godot.Collections.Array{3, "Four"}; GD.Print(array1 + array2); // Prints [One, 2, 3, Four] [/csharp] [/codeblocks] [b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a new array, which has a cost. If you want to append another array to an existing array, [method append_array] is more efficient. [b]Note:[/b] Arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. [b]Note:[/b] When declaring an array with [code]const[/code], the array itself can still be mutated by defining the values at individual indices or pushing/removing elements. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. Constructs an empty [Array]. Constructs an [Array] as a copy of the given [Array]. Constructs an array from a [PackedByteArray]. Constructs an array from a [PackedColorArray]. Constructs an array from a [PackedFloat32Array]. Constructs an array from a [PackedFloat64Array]. Constructs an array from a [PackedInt32Array]. Constructs an array from a [PackedInt64Array]. Constructs an array from a [PackedStringArray]. Constructs an array from a [PackedVector2Array]. Constructs an array from a [PackedVector3Array]. Appends an element at the end of the array (alias of [method push_back]). Appends another array at the end of this array. [codeblock] var array1 = [1, 2, 3] var array2 = [4, 5, 6] array1.append_array(array2) print(array1) # Prints [1, 2, 3, 4, 5, 6]. [/codeblock] Returns the last element of the array. Prints an error and returns [code]null[/code] if the array is empty. [b]Note:[/b] Calling this function is not the same as writing [code]array[-1][/code]. If the array is empty, accessing by index will pause project execution when running from the editor. Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a [code]before[/code] specifier can be passed. If [code]false[/code], the returned index comes after all existing entries of the value in the array. [b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior. Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a [code]before[/code] specifier can be passed. If [code]false[/code], the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return [code]true[/code] if the first argument is less than the second, and return [code]false[/code] otherwise. [b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in unexpected behavior. Clears the array. This is equivalent to using [method resize] with a size of [code]0[/code]. Returns the number of times an element is in the array. Returns a copy of the array. If [code]deep[/code] is [code]true[/code], a deep copy is performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array. Removes the first occurrence of a value from the array. To remove an element by index, use [method remove_at] instead. [b]Note:[/b] This method acts in-place and doesn't return a value. [b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed. Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements: [codeblocks] [gdscript] var array = [] array.resize(10) array.fill(0) # Initialize the 10 elements to 0. [/gdscript] [csharp] var array = new Godot.Collections.Array{}; array.Resize(10); array.Fill(0); // Initialize the 10 elements to 0. [/csharp] [/codeblocks] Calls the provided [Callable] on each element in the array and returns a new array with the elements for which the method returned [code]true[/code]. The callable's method should take one [Variant] parameter (the current array element) and return a boolean value. [codeblock] func _ready(): print([1, 2, 3].filter(remove_1)) # Prints [2, 3]. print([1, 2, 3].filter(func(number): return number != 1)) # Same as above, but using lambda function. func remove_1(number): return number != 1 [/codeblock] Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found. Returns the first element of the array. Prints an error and returns [code]null[/code] if the array is empty. [b]Note:[/b] Calling this function is not the same as writing [code]array[0][/code]. If the array is empty, accessing by index will pause project execution when running from the editor. Returns [code]true[/code] if the array contains the given value. [codeblocks] [gdscript] print(["inside", 7].has("inside")) # True print(["inside", 7].has("outside")) # False print(["inside", 7].has(7)) # True print(["inside", 7].has("7")) # False [/gdscript] [csharp] var arr = new Godot.Collections.Array{"inside", 7}; // has is renamed to Contains GD.Print(arr.Contains("inside")); // True GD.Print(arr.Contains("outside")); // False GD.Print(arr.Contains(7)); // True GD.Print(arr.Contains("7")); // False [/csharp] [/codeblocks] [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: [codeblocks] [gdscript] # Will evaluate to `true`. if 2 in [2, 4, 6, 8]: print("Contains!") [/gdscript] [csharp] // As there is no "in" keyword in C#, you have to use Contains var array = new Godot.Collections.Array{2, 4, 6, 8}; if (array.Contains(2)) { GD.Print("Contains!"); } [/csharp] [/codeblocks] Returns a hashed 32-bit integer value representing the array and its contents. [b]Note:[/b] [Array]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the arrays are equal, because different arrays can have identical hash values due to hash collisions. Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]pos == size()[/code]). [b]Note:[/b] This method acts in-place and doesn't return a value. [b]Note:[/b] On large arrays, this method will be slower if the inserted element is close to the beginning of the array (index 0). This is because all elements placed after the newly inserted element have to be reindexed. Returns [code]true[/code] if the array is empty. Calls the provided [Callable] for each element in the array and returns a new array filled with values returned by the method. The callable's method should take one [Variant] parameter (the current array element) and can return any [Variant]. [codeblock] func _ready(): print([1, 2, 3].map(negate)) # Prints [-1, -2, -3]. print([1, 2, 3].map(func(number): return -number)) # Same as above, but using lambda function. func negate(number): return -number [/codeblock] Returns the maximum value contained in the array if all elements are of comparable types. If the elements can't be compared, [code]null[/code] is returned. Returns the minimum value contained in the array if all elements are of comparable types. If the elements can't be compared, [code]null[/code] is returned. Removes and returns the element of the array at index [code]position[/code]. If negative, [code]position[/code] is considered relative to the end of the array. Leaves the array untouched and returns [code]null[/code] if the array is empty or if it's accessed out of bounds. An error message is printed when the array is accessed out of bounds, but not when the array is empty. [b]Note:[/b] On large arrays, this method can be slower than [method pop_back] as it will reindex the array's elements that are located after the removed element. The larger the array and the lower the index of the removed element, the slower [method pop_at] will be. Removes and returns the last element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. See also [method pop_front]. Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. See also [method pop_back]. [b]Note:[/b] On large arrays, this method is much slower than [method pop_back] as it will reindex all the array's elements every time it's called. The larger the array, the slower [method pop_front] will be. Appends an element at the end of the array. See also [method push_front]. Adds an element at the beginning of the array. See also [method push_back]. [b]Note:[/b] On large arrays, this method is much slower than [method push_back] as it will reindex all the array's elements every time it's called. The larger the array, the slower [method push_front] will be. Calls the provided [Callable] for each element in array and accumulates the result in [code]accum[/code]. The callable's method takes two arguments: the current value of [code]accum[/code] and the current array element. If [code]accum[/code] is [code]null[/code] (default value), the iteration will start from the second element, with the first one used as initial value of [code]accum[/code]. [codeblock] func _ready(): print([1, 2, 3].reduce(sum, 10)) # Prints 16. print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # Same as above, but using lambda function. func sum(accum, number): return accum + number [/codeblock] Removes an element from the array by index. If the index does not exist in the array, nothing happens. To remove an element by searching for its value, use [method erase] instead. [b]Note:[/b] This method acts in-place and doesn't return a value. [b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed. Resizes the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are [code]null[/code]. Reverses the order of the elements in the array. Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling. Returns the number of elements in the array. Returns the slice of the [Array], from [code]begin[/code] (inclusive) to [code]end[/code] (exclusive), as a new [Array]. The absolute value of [code]begin[/code] and [code]end[/code] will be clamped to the array size, so the default value for [code]end[/code] makes it slice to the size of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for [code]arr.slice(1, arr.size())[/code]). If either [code]begin[/code] or [code]end[/code] are negative, they will be relative to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for [code]arr.slice(0, arr.size() - 2)[/code]). If specified, [code]step[/code] is the relative index between source elements. It can be negative, then [code]begin[/code] must be higher than [code]end[/code]. For example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3][/code]). If [code]deep[/code] is true, each element will be copied by value rather than by reference. Sorts the array. [b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural order). This may lead to unexpected behavior when sorting an array of strings ending with a sequence of numbers. Consider the following example: [codeblocks] [gdscript] var strings = ["string1", "string2", "string10", "string11"] strings.sort() print(strings) # Prints [string1, string10, string11, string2] [/gdscript] [csharp] // There is no sort support for Godot.Collections.Array [/csharp] [/codeblocks] To perform natural order sorting, you can use [method sort_custom] with [method String.naturalnocasecmp_to] as follows: [codeblock] var strings = ["string1", "string2", "string10", "string11"] strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0) print(strings) # Prints [string1, string2, string10, string11] [/codeblock] Sorts the array using a custom method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and [code]b[/code], if the given method returns [code]true[/code], element [code]b[/code] will be after element [code]a[/code] in the array. [b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior. [codeblocks] [gdscript] func sort_ascending(a, b): if a[0] < b[0]: return true return false func _ready(): var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]] my_items.sort_custom(sort_ascending) print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]]. # Descending, lambda version. my_items.sort_custom(func(a, b): return a[0] > b[0]) print(my_items) # Prints [[9, Rice], [5, Potato], [4, Tomato]]. [/gdscript] [csharp] // There is no custom sort support for Godot.Collections.Array [/csharp] [/codeblocks] Compares the left operand [Array] against the [code]right[/code] [Array]. Returns [code]true[/code] if the sizes or contents of the arrays are [i]not[/i] equal, [code]false[/code] otherwise. Concatenates two [Array]s together, with the [code]right[/code] [Array] being added to the end of the [Array] specified in the left operand. For example, [code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code]. Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]false[/code] if the left operand [Array] has less elements, otherwise it returns [code]true[/code]. Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the left operand [Array] has less or the same number of elements, otherwise it returns [code]false[/code]. Compares the left operand [Array] against the [code]right[/code] [Array]. Returns [code]true[/code] if the sizes and contents of the arrays are equal, [code]false[/code] otherwise. Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is greater, or [code]false[/code] if the element is less. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the [code]right[/code] [Array] has more elements, otherwise it returns [code]false[/code]. Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is greater, or [code]false[/code] if the element is less. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the [code]right[/code] [Array] has more or the same number of elements, otherwise it returns [code]false[/code]. Returns a reference to the element of type [Variant] at the specified location. Arrays start at index 0. [code]index[/code] can be a zero or positive value to start from the beginning, or a negative value to start from the end. Out-of-bounds array access causes a run-time error, which will result in an error being printed and the project execution pausing if run from the editor.