Built-in GDScript functions.
A list of GDScript-specific utility functions and annotations accessible from any script.
For the list of the global functions and constants see [@GlobalScope].
$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html
Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue ([param b8]), and optionally alpha ([param a8]) integer channels, each divided by [code]255.0[/code] for their final value.
[codeblock]
var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).
var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).
var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).
[/codeblock]
Asserts that the [param condition] is [code]true[/code]. If the [param condition] is [code]false[/code], an error is generated. When running from the editor, the running project will also be paused until you resume it. This can be used as a stronger form of [method @GlobalScope.push_error] for reporting errors to project developers or add-on users.
An optional [param message] can be shown in addition to the generic "Assertion failed" message. You can use this to provide additional details about why the assertion failed.
[b]Warning:[/b] For performance reasons, the code inside [method assert] is only executed in debug builds or when running the project from the editor. Don't include code that has side effects in an [method assert] call. Otherwise, the project will behave differently when exported in release mode.
[codeblock]
# Imagine we always want speed to be between 0 and 20.
var speed = -10
assert(speed < 20) # True, the program will continue.
assert(speed >= 0) # False, the program will stop.
assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check.
assert(speed < 20, "the speed limit is 20") # Show a message.
[/codeblock]
Returns a single character (as a [String]) of the given Unicode code point (which is compatible with ASCII code).
[codeblock]
a = char(65) # a is "A"
a = char(65 + 32) # a is "a"
a = char(8364) # a is "€"
[/codeblock]
Converts [param what] to [param type] in the best way possible. The [param type] uses the [enum Variant.Type] values.
[codeblock]
var a = [4, 2.5, 1.2]
print(a is Array) # Prints true
var b = convert(a, TYPE_PACKED_BYTE_ARRAY)
print(b) # Prints [4, 2, 1]
print(b is Array) # Prints false
[/codeblock]
Converts a [param dictionary] (created with [method inst_to_dict]) back to an Object instance. Can be useful for deserializing.
Returns an array of dictionaries representing the current call stack. See also [method print_stack].
[codeblock]
func _ready():
foo()
func foo():
bar()
func bar():
print(get_stack())
[/codeblock]
Starting from [code]_ready()[/code], [code]bar()[/code] would print:
[codeblock]
[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]
[/codeblock]
[b]Note:[/b] This function only works if the running instance is connected to a debugging server (i.e. an editor instance). [method get_stack] will not work in projects exported in release mode, or in projects exported in debug mode if not connected to a debugging server.
[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will return an empty array.
Returns the passed [param instance] converted to a Dictionary. Can be useful for serializing.
[b]Note:[/b] Cannot be used to serialize objects with built-in scripts attached or objects allocated within built-in scripts.
[codeblock]
var foo = "bar"
func _ready():
var d = inst_to_dict(self)
print(d.keys())
print(d.values())
[/codeblock]
Prints out:
[codeblock]
[@subpath, @path, foo]
[, res://test.gd, bar]
[/codeblock]
Returns [code]true[/code] if [param value] is an instance of [param type]. The [param type] value must be one of the following:
- A constant from the [enum Variant.Type] enumeration, for example [constant TYPE_INT].
- An [Object]-derived class which exists in [ClassDB], for example [Node].
- A [Script] (you can use any class, including inner one).
Unlike the right operand of the [code]is[/code] operator, [param type] can be a non-constant value. The [code]is[/code] operator supports more features (such as typed arrays) and is more performant. Use the operator instead of this method if you do not need dynamic type checking.
Examples:
[codeblock]
print(is_instance_of(a, TYPE_INT))
print(is_instance_of(a, Node))
print(is_instance_of(a, MyClass))
print(is_instance_of(a, MyClass.InnerClass))
[/codeblock]
[b]Note:[/b] If [param value] and/or [param type] are freed objects (see [method @GlobalScope.is_instance_valid]), or [param type] is not one of the above options, this method will raise an runtime error.
See also [method @GlobalScope.typeof], [method type_exists], [method Array.is_same_typed] (and other [Array] methods).
Returns the length of the given Variant [param var]. The length can be the character count of a [String], the element count of any array type or the size of a [Dictionary]. For every other Variant type, a run-time error is generated and execution is stopped.
[codeblock]
a = [1, 2, 3, 4]
len(a) # Returns 4
b = "Hello!"
len(b) # Returns 6
[/codeblock]
Returns a [Resource] from the filesystem located at the absolute [param path]. Unless it's already referenced elsewhere (such as in another script or in the scene), the resource is loaded from disk on function call, which might cause a slight delay, especially when loading large scenes. To avoid unnecessary delays when loading something multiple times, either store the resource in a variable or use [method preload].
[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.
[codeblock]
# Load a scene called "main" located in the root of the project directory and cache it in a variable.
var main = load("res://main.tscn") # main will contain a PackedScene resource.
[/codeblock]
[b]Important:[/b] The path must be absolute. A relative path will always return [code]null[/code].
This function is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
[b]Note:[/b] Files have to be imported into the engine first to load them using this function. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
Returns a [Resource] from the filesystem located at [param path]. During run-time, the resource is loaded when the script is being parsed. This function effectively acts as a reference to that resource. Note that this function requires [param path] to be a constant [String]. If you want to load a resource from a dynamic/variable path, use [method load].
[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the Assets Panel and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.
[codeblock]
# Create instance of a scene.
var diamond = preload("res://diamond.tscn").instantiate()
[/codeblock]
Like [method @GlobalScope.print], but includes the current stack frame when running with the debugger turned on.
The output in the console may look like the following:
[codeblock]
Test print
At: res://test.gd:15:_process()
[/codeblock]
[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will instead print the thread ID.
Prints a stack trace at the current code location. See also [method get_stack].
The output in the console may look like the following:
[codeblock]
Frame 0 - res://test.gd:16 in function '_process'
[/codeblock]
[b]Note:[/b] This function only works if the running instance is connected to a debugging server (i.e. an editor instance). [method print_stack] will not work in projects exported in release mode, or in projects exported in debug mode if not connected to a debugging server.
[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will instead print the thread ID.
Returns an array with the given range. [method range] can be called in three ways:
[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/b].
[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], respectively.
[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], increases/decreases by steps of [code]s[/code], and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is [code]0[/code], an error message is printed.
[method range] converts all arguments to [int] before processing.
[b]Note:[/b] Returns an empty array if no value meets the value constraint (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).
Examples:
[codeblock]
print(range(4)) # Prints [0, 1, 2, 3]
print(range(2, 5)) # Prints [2, 3, 4]
print(range(0, 6, 2)) # Prints [0, 2, 4]
print(range(4, 1, -1)) # Prints [4, 3, 2]
[/codeblock]
To iterate over an [Array] backwards, use:
[codeblock]
var array = [3, 6, 9]
for i in range(array.size(), 0, -1):
print(array[i - 1])
[/codeblock]
Output:
[codeblock]
9
6
3
[/codeblock]
To iterate over [float], convert them in the loop.
[codeblock]
for i in range (3, 0, -1):
print(i / 10.0)
[/codeblock]
Output:
[codeblock]
0.3
0.2
0.1
[/codeblock]
Returns [code]true[/code] if the given [Object]-derived class exists in [ClassDB]. Note that [Variant] data types are not registered in [ClassDB].
[codeblock]
type_exists("Sprite2D") # Returns true
type_exists("NonExistentClass") # Returns false
[/codeblock]
Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in rotations.
The circle constant, the circumference of the unit circle in radians. This is equivalent to [code]PI * 2[/code], or 360 degrees in rotations.
Positive floating-point infinity. This is the result of floating-point division when the divisor is [code]0.0[/code]. For negative infinity, use [code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative infinity if the numerator is positive, so dividing by [code]0.0[/code] is not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] returning [code]true[/code]).
[b]Warning:[/b] Numeric infinity is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer number by [code]0[/code] will not result in [constant INF] and will result in a run-time error instead.
"Not a Number", an invalid floating-point value. [constant NAN] has special properties, including that it is not equal to itself ([code]NAN == NAN[/code] returns [code]false[/code]). It is output by some invalid operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/code].
[b]Warning:[/b] "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer [code]0[/code] by [code]0[/code] will not result in [constant NAN] and will result in a run-time error instead.
Mark the following property as exported (editable in the Inspector dock and saved to disk). To control the type of the exported property, use the type hint notation.
[codeblock]
@export var string = ""
@export var int_number = 5
@export var float_number: float = 5
@export var image: Image
[/codeblock]
Define a new category for the following exported properties. This helps to organize properties in the Inspector dock.
See also [constant PROPERTY_USAGE_CATEGORY].
[codeblock]
@export_category("Statistics")
@export var hp = 30
@export var speed = 1.25
[/codeblock]
[b]Note:[/b] Categories in the Inspector dock's list usually divide properties coming from different classes (Node, Node2D, Sprite, etc.). For better clarity, it's recommended to use [annotation @export_group] and [annotation @export_subgroup], instead.
Export a [Color] property without allowing its transparency ([member Color.a]) to be edited.
See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].
[codeblock]
@export_color_no_alpha var dye_color: Color
[/codeblock]
Export a [String] property as a path to a directory. The path will be limited to the project folder and its subfolders. See [annotation @export_global_dir] to allow picking from the entire filesystem.
See also [constant PROPERTY_HINT_DIR].
[codeblock]
@export_dir var sprite_folder_path: String
[/codeblock]
Export an [int] or [String] property as an enumerated list of options. If the property is an [int], then the index of the value is stored, in the same order the values are provided. You can add explicit values using a colon. If the property is a [String], then the value is stored.
See also [constant PROPERTY_HINT_ENUM].
[codeblock]
@export_enum("Warrior", "Magician", "Thief") var character_class: int
@export_enum("Slow:30", "Average:60", "Very Fast:200") var character_speed: int
@export_enum("Rebecca", "Mary", "Leah") var character_name: String
[/codeblock]
If you want to set an initial value, you must specify it explicitly:
[codeblock]
@export_enum("Rebecca", "Mary", "Leah") var character_name: String = "Rebecca"
[/codeblock]
If you want to use named GDScript enums, then use [annotation @export] instead:
[codeblock]
enum CharacterName {REBECCA, MARY, LEAH}
@export var character_name: CharacterName
[/codeblock]
Export a floating-point property with an easing editor widget. Additional hints can be provided to adjust the behavior of the widget. [code]"attenuation"[/code] flips the curve, which makes it more intuitive for editing attenuation properties. [code]"positive_only"[/code] limits values to only be greater than or equal to zero.
See also [constant PROPERTY_HINT_EXP_EASING].
[codeblock]
@export_exp_easing var transition_speed
@export_exp_easing("attenuation") var fading_attenuation
@export_exp_easing("positive_only") var effect_power
[/codeblock]
Export a [String] property as a path to a file. The path will be limited to the project folder and its subfolders. See [annotation @export_global_file] to allow picking from the entire filesystem.
If [param filter] is provided, only matching files will be available for picking.
See also [constant PROPERTY_HINT_FILE].
[codeblock]
@export_file var sound_effect_path: String
@export_file("*.txt") var notes_path: String
[/codeblock]
Export an integer property as a bit flag field. This allows to store several "checked" or [code]true[/code] values with one property, and comfortably select them from the Inspector dock.
See also [constant PROPERTY_HINT_FLAGS].
[codeblock]
@export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
[/codeblock]
You can add explicit values using a colon:
[codeblock]
@export_flags("Self:4", "Allies:8", "Foes:16") var spell_targets = 0
[/codeblock]
You can also combine several flags:
[codeblock]
@export_flags("Self:4", "Allies:8", "Self and Allies:12", "Foes:16")
var spell_targets = 0
[/codeblock]
[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 ** 32 - 1[/code].
[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is not taken into account. In the following example, A is 16, B is 2, C is 4.
[codeblock]
@export_flags("A:16", "B", "C") var x
[/codeblock]
Export an integer property as a bit flag field for 2D navigation layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/2d_navigation/layer_1].
See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].
[codeblock]
@export_flags_2d_navigation var navigation_layers: int
[/codeblock]
Export an integer property as a bit flag field for 2D physics layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/2d_physics/layer_1].
See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].
[codeblock]
@export_flags_2d_physics var physics_layers: int
[/codeblock]
Export an integer property as a bit flag field for 2D render layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/2d_render/layer_1].
See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].
[codeblock]
@export_flags_2d_render var render_layers: int
[/codeblock]
Export an integer property as a bit flag field for 3D navigation layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/3d_navigation/layer_1].
See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].
[codeblock]
@export_flags_3d_navigation var navigation_layers: int
[/codeblock]
Export an integer property as a bit flag field for 3D physics layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/3d_physics/layer_1].
See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].
[codeblock]
@export_flags_3d_physics var physics_layers: int
[/codeblock]
Export an integer property as a bit flag field for 3D render layers. The widget in the Inspector dock will use the layer names defined in [member ProjectSettings.layer_names/3d_render/layer_1].
See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].
[codeblock]
@export_flags_3d_render var render_layers: int
[/codeblock]
Export a [String] property as an absolute path to a directory. The path can be picked from the entire filesystem. See [annotation @export_dir] to limit it to the project folder and its subfolders.
See also [constant PROPERTY_HINT_GLOBAL_DIR].
[codeblock]
@export_global_dir var sprite_folder_path: String
[/codeblock]
Export a [String] property as an absolute path to a file. The path can be picked from the entire filesystem. See [annotation @export_file] to limit it to the project folder and its subfolders.
If [param filter] is provided, only matching files will be available for picking.
See also [constant PROPERTY_HINT_GLOBAL_FILE].
[codeblock]
@export_global_file var sound_effect_path: String
@export_global_file("*.txt") var notes_path: String
[/codeblock]
Define a new group for the following exported properties. This helps to organize properties in the Inspector dock. Groups can be added with an optional [param prefix], which would make group to only consider properties that have this prefix. The grouping will break on the first property that doesn't have a prefix. The prefix is also removed from the property's name in the Inspector dock.
If no [param prefix] is provided, the every following property is added to the group. The group ends when then next group or category is defined. You can also force end a group by using this annotation with empty strings for parameters, [code]@export_group("", "")[/code].
Groups cannot be nested, use [annotation @export_subgroup] to add subgroups within groups.
See also [constant PROPERTY_USAGE_GROUP].
[codeblock]
@export_group("Racer Properties")
@export var nickname = "Nick"
@export var age = 26
@export_group("Car Properties", "car_")
@export var car_label = "Speedy"
@export var car_number = 3
@export_group("", "")
@export var ungrouped_number = 3
[/codeblock]
Export a [String] property with a large [TextEdit] widget instead of a [LineEdit]. This adds support for multiline content and makes it easier to edit large amount of text stored in the property.
See also [constant PROPERTY_HINT_MULTILINE_TEXT].
[codeblock]
@export_multiline var character_biography
[/codeblock]
Export a [NodePath] property with a filter for allowed node types.
See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].
[codeblock]
@export_node_path("Button", "TouchScreenButton") var some_button
[/codeblock]
Export a [String] property with a placeholder text displayed in the editor widget when no value is present.
See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].
[codeblock]
@export_placeholder("Name in lowercase") var character_id: String
[/codeblock]
Export an [int] or [float] property as a range value. The range must be defined by [param min] and [param max], as well as an optional [param step] and a variety of extra hints. The [param step] defaults to [code]1[/code] for integer properties. For floating-point numbers this value depends on your [code]EditorSettings.interface/inspector/default_float_step[/code] setting.
If hints [code]"or_greater"[/code] and [code]"or_less"[/code] are provided, the editor widget will not cap the value at range boundaries. The [code]"exp"[/code] hint will make the edited values on range to change exponentially. The [code]"hide_slider"[/code] hint will hide the slider element of the editor widget.
Hints also allow to indicate the units for the edited value. Using [code]"radians"[/code] you can specify that the actual value is in radians, but should be displayed in degrees in the Inspector dock. [code]"degrees"[/code] allows to add a degree sign as a unit suffix. Finally, a custom suffix can be provided using [code]"suffix:unit"[/code], where "unit" can be any string.
See also [constant PROPERTY_HINT_RANGE].
[codeblock]
@export_range(0, 20) var number
@export_range(-10, 20) var number
@export_range(-10, 20, 0.2) var number: float
@export_range(0, 100, 1, "or_greater") var power_percent
@export_range(0, 100, 1, "or_greater", "or_less") var health_delta
@export_range(-3.14, 3.14, 0.001, "radians") var angle_radians
@export_range(0, 360, 1, "degrees") var angle_degrees
@export_range(-8, 8, 2, "suffix:px") var target_offset
[/codeblock]
Define a new subgroup for the following exported properties. This helps to organize properties in the Inspector dock. Subgroups work exactly like groups, except they need a parent group to exist. See [annotation @export_group].
See also [constant PROPERTY_USAGE_SUBGROUP].
[codeblock]
@export_group("Racer Properties")
@export var nickname = "Nick"
@export var age = 26
@export_subgroup("Car Properties", "car_")
@export var car_label = "Speedy"
@export var car_number = 3
[/codeblock]
[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of depth. Just like the next group ends the previous group, so do the subsequent subgroups.
Add a custom icon to the current script. The script must be registered as a global class using the [code]class_name[/code] keyword for this to have a visible effect. The icon specified at [param icon_path] is displayed in the Scene dock for every node of that class, as well as in various editor dialogs.
[codeblock]
@icon("res://path/to/class/icon.svg")
[/codeblock]
[b]Note:[/b] Only the script can have a custom icon. Inner classes are not supported.
[b]Note:[/b] As annotations describe their subject, the [code]@icon[/code] annotation must be placed before the class definition and inheritance.
[b]Note:[/b] Unlike other annotations, the argument of the [code]@icon[/code] annotation must be a string literal (constant expressions are not supported).
Mark the following property as assigned when the [Node] is ready. Values for these properties are not assigned immediately when the node is initialized ([method Object._init]), and instead are computed and stored right before [method Node._ready].
[codeblock]
@onready var character_name: Label = $Label
[/codeblock]
Mark the following method for remote procedure calls. See [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/url].
The order of [code]mode[/code], [code]sync[/code] and [code]transfer_mode[/code] does not matter and all arguments can be omitted, but [code]transfer_channel[/code] always has to be the last argument. The accepted values for [code]mode[/code] are [code]"any_peer"[/code] or [code]"authority"[/code], for [code]sync[/code] are [code]"call_remote"[/code] or [code]"call_local"[/code] and for [code]transfer_mode[/code] are [code]"unreliable"[/code], [code]"unreliable_ordered"[/code] or [code]"reliable"[/code].
[codeblock]
@rpc
func fn(): pass
@rpc("any_peer", "unreliable_ordered")
func fn_update_pos(): pass
@rpc("authority", "call_remote", "unreliable", 0) # Equivalent to @rpc
func fn_default(): pass
[/codeblock]
Mark the current script as a tool script, allowing it to be loaded and executed by the editor. See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url].
[codeblock]
@tool
extends Node
[/codeblock]
[b]Note:[/b] As annotations describe their subject, the [code]@tool[/code] annotation must be placed before the class definition and inheritance.
Mark the following statement to ignore the specified [param warning]. See [url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript warning system[/url].
[codeblock]
func test():
print("hello")
return
@warning_ignore("unreachable_code")
print("unreachable")
[/codeblock]