1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Node" inherits="Object" version="3.2">
<brief_description>
Base class for all [i]scene[/i] objects.
</brief_description>
<description>
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 [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _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 [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _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: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method 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 [method _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 [method _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 instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] 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 [method add_to_group], [method is_in_group] and [method 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].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method 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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
</tutorials>
<methods>
<method name="_enter_tree" qualifiers="virtual">
<return type="void">
</return>
<description>
Called when the node enters the [SceneTree] (e.g. upon instancing, scene changing, or after calling [method add_child] in a script). If the node has children, its [method _enter_tree] callback will be called first, and then that of the children.
Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method Object._notification].
</description>
</method>
<method name="_exit_tree" qualifiers="virtual">
<return type="void">
</return>
<description>
Called when the node is about to leave the [SceneTree] (e.g. upon freeing, scene changing, or after calling [method remove_child] in a script). If the node has children, its [method _exit_tree] callback will be called last, after all its children have left the tree.
Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method Object._notification] and signal [signal tree_exiting]. To get notified when the node has already left the active tree, connect to the [signal tree_exited].
</description>
</method>
<method name="_get_configuration_warning" qualifiers="virtual">
<return type="String">
</return>
<description>
The string returned from this method is displayed as a warning in the Scene Dock if the script that overrides it is a [code]tool[/code] script.
Returning an empty string produces no warning.
Call [method update_configuration_warning] when the warning needs to be updated for this node.
</description>
</method>
<method name="_input" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
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 [method set_process_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.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.
</description>
</method>
<method name="_physics_process" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
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].
</description>
</method>
<method name="_process" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
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].
</description>
</method>
<method name="_ready" qualifiers="virtual">
<return type="void">
</return>
<description>
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 [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables.
Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again.
</description>
</method>
<method name="_unhandled_input" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. 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 [method set_process_unhandled_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.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.
</description>
</method>
<method name="_unhandled_key_input" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="event" type="InputEventKey">
</argument>
<description>
Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. 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 [method set_process_unhandled_key_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.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.
</description>
</method>
<method name="add_child">
<return type="void">
</return>
<argument index="0" name="node" type="Node">
</argument>
<argument index="1" name="legible_unique_name" type="bool" default="false">
</argument>
<description>
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 [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
[codeblock]
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
[/codeblock]
[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</description>
</method>
<method name="add_child_below_node">
<return type="void">
</return>
<argument index="0" name="node" type="Node">
</argument>
<argument index="1" name="child_node" type="Node">
</argument>
<argument index="2" name="legible_unique_name" type="bool" default="false">
</argument>
<description>
Adds a child node. The child is placed below the given node in the list of children.
If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
</description>
</method>
<method name="add_to_group">
<return type="void">
</return>
<argument index="0" name="group" type="String">
</argument>
<argument index="1" name="persistent" type="bool" default="false">
</argument>
<description>
Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in [SceneTree].
The [code]persistent[/code] option is used when packing node to [PackedScene] and saving to file. Non-persistent groups aren't stored.
</description>
</method>
<method name="can_process" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node can process while the scene tree is paused (see [member pause_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree.
</description>
</method>
<method name="duplicate" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="flags" type="int" default="15">
</argument>
<description>
Duplicates the node, returning a new node.
You can fine-tune the behavior using the [code]flags[/code] (see [enum DuplicateFlags]).
[b]Note:[/b] It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.
</description>
</method>
<method name="find_node" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="mask" type="String">
</argument>
<argument index="1" name="recursive" type="bool" default="true">
</argument>
<argument index="2" name="owned" type="bool" default="true">
</argument>
<description>
Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
[b]Note:[/b] It does not match against the full path, just against individual node names.
If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
</description>
</method>
<method name="find_parent" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="mask" type="String">
</argument>
<description>
Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
[b]Note:[/b] It does not match against the full path, just against individual node names.
</description>
</method>
<method name="get_child" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node.
To access a child node via its name, use [method get_node].
</description>
</method>
<method name="get_child_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of child nodes.
</description>
</method>
<method name="get_children" qualifiers="const">
<return type="Array">
</return>
<description>
Returns an array of references to node's children.
</description>
</method>
<method name="get_groups" qualifiers="const">
<return type="Array">
</return>
<description>
Returns an array listing the groups that the node is a member of.
</description>
</method>
<method name="get_index" qualifiers="const">
<return type="int">
</return>
<description>
Returns the node's index, i.e. its position among the siblings of its parent.
</description>
</method>
<method name="get_network_master" qualifiers="const">
<return type="int">
</return>
<description>
Returns the peer ID of the network master for this node. See [method set_network_master].
</description>
</method>
<method name="get_node" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a [code]null instance[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error.
[b]Note:[/b] Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]).
[b]Example:[/b] Assume your current node is Character and the following tree:
[codeblock]
/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin
[/codeblock]
Possible paths are:
[codeblock]
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
[/codeblock]
</description>
</method>
<method name="get_node_and_resource">
<return type="Array">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched.
The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any.
For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output:
[codeblock]
print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
[/codeblock]
</description>
</method>
<method name="get_node_or_null" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Similar to [method get_node], but does not log an error if [code]path[/code] does not point to a valid [Node].
</description>
</method>
<method name="get_parent" qualifiers="const">
<return type="Node">
</return>
<description>
Returns the parent node of the current node, or an empty [Node] if the node lacks a parent.
</description>
</method>
<method name="get_path" qualifiers="const">
<return type="NodePath">
</return>
<description>
Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]).
</description>
</method>
<method name="get_path_to" qualifiers="const">
<return type="NodePath">
</return>
<argument index="0" name="node" type="Node">
</argument>
<description>
Returns the relative [NodePath] from this node to the specified [code]node[/code]. Both nodes must be in the same scene or the function will fail.
</description>
</method>
<method name="get_physics_process_delta_time" qualifiers="const">
<return type="float">
</return>
<description>
Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.target_fps].
</description>
</method>
<method name="get_position_in_parent" qualifiers="const">
<return type="int">
</return>
<description>
Returns the node's order in the scene tree branch. For example, if called on the first child node the position is [code]0[/code].
</description>
</method>
<method name="get_process_delta_time" qualifiers="const">
<return type="float">
</return>
<description>
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
</description>
</method>
<method name="get_scene_instance_load_placeholder" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this is an instance load placeholder. See [InstancePlaceholder].
</description>
</method>
<method name="get_tree" qualifiers="const">
<return type="SceneTree">
</return>
<description>
Returns the [SceneTree] that contains this node.
</description>
</method>
<method name="get_viewport" qualifiers="const">
<return type="Viewport">
</return>
<description>
Returns the node's [Viewport].
</description>
</method>
<method name="has_node" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Returns [code]true[/code] if the node that the [NodePath] points to exists.
</description>
</method>
<method name="has_node_and_resource" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Returns [code]true[/code] if the [NodePath] points to a valid node and its subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive math types) are not considered resources.
</description>
</method>
<method name="is_a_parent_of" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="node" type="Node">
</argument>
<description>
Returns [code]true[/code] if the given node is a direct or indirect child of the current node.
</description>
</method>
<method name="is_displayed_folded" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node is folded (collapsed) in the Scene dock.
</description>
</method>
<method name="is_greater_than" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="node" type="Node">
</argument>
<description>
Returns [code]true[/code] if the given node occurs later in the scene hierarchy than the current node.
</description>
</method>
<method name="is_in_group" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="group" type="String">
</argument>
<description>
Returns [code]true[/code] if this node is in the specified group. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="is_inside_tree" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this node is currently inside a [SceneTree].
</description>
</method>
<method name="is_network_master" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the local system is the master of this node.
</description>
</method>
<method name="is_physics_processing" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if physics processing is enabled (see [method set_physics_process]).
</description>
</method>
<method name="is_physics_processing_internal" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if internal physics processing is enabled (see [method set_physics_process_internal]).
</description>
</method>
<method name="is_processing" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if processing is enabled (see [method set_process]).
</description>
</method>
<method name="is_processing_input" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node is processing input (see [method set_process_input]).
</description>
</method>
<method name="is_processing_internal" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]).
</description>
</method>
<method name="is_processing_unhandled_input" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node is processing unhandled input (see [method set_process_unhandled_input]).
</description>
</method>
<method name="is_processing_unhandled_key_input" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
</description>
</method>
<method name="move_child">
<return type="void">
</return>
<argument index="0" name="child_node" type="Node">
</argument>
<argument index="1" name="to_position" type="int">
</argument>
<description>
Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
</description>
</method>
<method name="print_stray_nodes">
<return type="void">
</return>
<description>
Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. Works only in debug builds.
</description>
</method>
<method name="print_tree">
<return type="void">
</return>
<description>
Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function.
[b]Example output:[/b]
[codeblock]
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
[/codeblock]
</description>
</method>
<method name="print_tree_pretty">
<return type="void">
</return>
<description>
Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees.
[b]Example output:[/b]
[codeblock]
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖-SplashScreen
┖╴Camera2D
[/codeblock]
</description>
</method>
<method name="propagate_call">
<return type="void">
</return>
<argument index="0" name="method" type="String">
</argument>
<argument index="1" name="args" type="Array" default="[ ]">
</argument>
<argument index="2" name="parent_first" type="bool" default="false">
</argument>
<description>
Calls the given method (if present) with the arguments given in [code]args[/code] on this node and recursively on all its children. If the [code]parent_first[/code] argument is [code]true[/code], the method will be called on the current node first, then on all its children. If [code]parent_first[/code] is [code]false[/code], the children will be called first.
</description>
</method>
<method name="propagate_notification">
<return type="void">
</return>
<argument index="0" name="what" type="int">
</argument>
<description>
Notifies the current node and all its children recursively by calling [method Object.notification] on all of them.
</description>
</method>
<method name="queue_free">
<return type="void">
</return>
<description>
Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame.
</description>
</method>
<method name="raise">
<return type="void">
</return>
<description>
Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using [code]raise[/code], a Control will be drawn on top of their siblings.
</description>
</method>
<method name="remove_and_skip">
<return type="void">
</return>
<description>
Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
</description>
</method>
<method name="remove_child">
<return type="void">
</return>
<argument index="0" name="node" type="Node">
</argument>
<description>
Removes a child node. The node is NOT deleted and must be deleted manually.
</description>
</method>
<method name="remove_from_group">
<return type="void">
</return>
<argument index="0" name="group" type="String">
</argument>
<description>
Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
<return type="void">
</return>
<argument index="0" name="node" type="Node">
</argument>
<argument index="1" name="keep_data" type="bool" default="false">
</argument>
<description>
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
</description>
</method>
<method name="request_ready">
<return type="void">
</return>
<description>
Requests that [code]_ready[/code] be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). [code]_ready[/code] is called only for the node which requested it, which means that you need to request ready for each child if you want them to call [code]_ready[/code] too (in which case, [code]_ready[/code] will be called in the same order as it would normally).
</description>
</method>
<method name="rpc" qualifiers="vararg">
<return type="Variant">
</return>
<argument index="0" name="method" type="String">
</argument>
<description>
Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as 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 node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns an empty [Variant].
[b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [SceneTree]. You also need to keep track of the connection state, either by the [SceneTree] signals like [code]server_disconnected[/code] or by checking [code]SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED[/code].
</description>
</method>
<method name="rpc_config">
<return type="void">
</return>
<argument index="0" name="method" type="String">
</argument>
<argument index="1" name="mode" type="int" enum="MultiplayerAPI.RPCMode">
</argument>
<description>
Changes the RPC mode for the given [code]method[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, methods are not exposed to networking (and RPCs). See also [method rset] and [method rset_config] for properties.
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
<return type="Variant">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<argument index="1" name="method" type="String">
</argument>
<description>
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
</description>
</method>
<method name="rpc_unreliable" qualifiers="vararg">
<return type="Variant">
</return>
<argument index="0" name="method" type="String">
</argument>
<description>
Sends a [method rpc] using an unreliable protocol. Returns an empty [Variant].
</description>
</method>
<method name="rpc_unreliable_id" qualifiers="vararg">
<return type="Variant">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<argument index="1" name="method" type="String">
</argument>
<description>
Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant].
</description>
</method>
<method name="rset">
<return type="void">
</return>
<argument index="0" name="property" type="String">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. See also [method rpc] for RPCs for methods, most information applies to this method as well.
</description>
</method>
<method name="rset_config">
<return type="void">
</return>
<argument index="0" name="property" type="String">
</argument>
<argument index="1" name="mode" type="int" enum="MultiplayerAPI.RPCMode">
</argument>
<description>
Changes the RPC mode for the given [code]property[/code] to the given [code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, properties are not exposed to networking (and RPCs). See also [method rpc] and [method rpc_config] for methods.
</description>
</method>
<method name="rset_id">
<return type="void">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<argument index="1" name="property" type="String">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
Remotely changes the property's value on a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]).
</description>
</method>
<method name="rset_unreliable">
<return type="void">
</return>
<argument index="0" name="property" type="String">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
</description>
</method>
<method name="rset_unreliable_id">
<return type="void">
</return>
<argument index="0" name="peer_id" type="int">
</argument>
<argument index="1" name="property" type="String">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
Remotely changes property's value on a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).
</description>
</method>
<method name="set_display_folded">
<return type="void">
</return>
<argument index="0" name="fold" type="bool">
</argument>
<description>
Sets the folded state of the node in the Scene dock.
</description>
</method>
<method name="set_network_master">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="recursive" type="bool" default="true">
</argument>
<description>
Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]puppet[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node.
</description>
</method>
<method name="set_physics_process">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.target_fps] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_physics_process_internal">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _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 ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.
</description>
</method>
<method name="set_process">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_process_input">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_process_internal">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _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 ([method set_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.
</description>
</method>
<method name="set_process_unhandled_input">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a [Control]). Enabled automatically if [method _unhandled_input] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_process_unhandled_key_input">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.
</description>
</method>
<method name="set_scene_instance_load_placeholder">
<return type="void">
</return>
<argument index="0" name="load_placeholder" type="bool">
</argument>
<description>
Sets whether this is an instance load placeholder. See [InstancePlaceholder].
</description>
</method>
<method name="update_configuration_warning">
<return type="void">
</return>
<description>
Updates the warning displayed for this node in the Scene Dock.
Use [method _get_configuration_warning] to setup the warning message to display.
</description>
</method>
</methods>
<members>
<member name="custom_multiplayer" type="MultiplayerAPI" setter="set_custom_multiplayer" getter="get_custom_multiplayer">
The override to the default [MultiplayerAPI]. Set to [code]null[/code] to use the default [SceneTree] one.
</member>
<member name="filename" type="String" setter="set_filename" getter="get_filename">
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
</member>
<member name="multiplayer" type="MultiplayerAPI" setter="" getter="get_multiplayer">
The [MultiplayerAPI] instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
</member>
<member name="name" type="String" setter="set_name" getter="get_name">
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0">
Pause mode. How the node will behave if the [SceneTree] is paused.
</member>
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
</member>
</members>
<signals>
<signal name="ready">
<description>
Emitted when the node is ready.
</description>
</signal>
<signal name="renamed">
<description>
Emitted when the node is renamed.
</description>
</signal>
<signal name="tree_entered">
<description>
Emitted when the node enters the tree.
</description>
</signal>
<signal name="tree_exited">
<description>
Emitted after the node exits the tree and is no longer active.
</description>
</signal>
<signal name="tree_exiting">
<description>
Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will).
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_ENTER_TREE" value="10">
Notification received when the node enters a [SceneTree].
</constant>
<constant name="NOTIFICATION_EXIT_TREE" value="11">
Notification received when the node is about to exit a [SceneTree].
</constant>
<constant name="NOTIFICATION_MOVED_IN_PARENT" value="12">
Notification received when the node is moved in the parent.
</constant>
<constant name="NOTIFICATION_READY" value="13">
Notification received when the node is ready. See [method _ready].
</constant>
<constant name="NOTIFICATION_PAUSED" value="14">
Notification received when the node is paused.
</constant>
<constant name="NOTIFICATION_UNPAUSED" value="15">
Notification received when the node is unpaused.
</constant>
<constant name="NOTIFICATION_PHYSICS_PROCESS" value="16">
Notification received every frame when the physics process flag is set (see [method set_physics_process]).
</constant>
<constant name="NOTIFICATION_PROCESS" value="17">
Notification received every frame when the process flag is set (see [method set_process]).
</constant>
<constant name="NOTIFICATION_PARENTED" value="18">
Notification received when a node is set as a child of another node.
[b]Note:[/b] This doesn't mean that a node entered the [SceneTree].
</constant>
<constant name="NOTIFICATION_UNPARENTED" value="19">
Notification received when a node is unparented (parent removed it from the list of children).
</constant>
<constant name="NOTIFICATION_INSTANCED" value="20">
Notification received when the node is instanced.
</constant>
<constant name="NOTIFICATION_DRAG_BEGIN" value="21">
Notification received when a drag begins.
</constant>
<constant name="NOTIFICATION_DRAG_END" value="22">
Notification received when a drag ends.
</constant>
<constant name="NOTIFICATION_PATH_CHANGED" value="23">
Notification received when the node's [NodePath] changed.
</constant>
<constant name="NOTIFICATION_INTERNAL_PROCESS" value="25">
Notification received every frame when the internal process flag is set (see [method set_process_internal]).
</constant>
<constant name="NOTIFICATION_INTERNAL_PHYSICS_PROCESS" value="26">
Notification received every frame when the internal physics process flag is set (see [method set_physics_process_internal]).
</constant>
<constant name="NOTIFICATION_WM_MOUSE_ENTER" value="1002">
Notification received from the OS when the mouse enters the game window.
Implemented on desktop and web platforms.
</constant>
<constant name="NOTIFICATION_WM_MOUSE_EXIT" value="1003">
Notification received from the OS when the mouse leaves the game window.
Implemented on desktop and web platforms.
</constant>
<constant name="NOTIFICATION_WM_FOCUS_IN" value="1004">
Notification received from the OS when the game window is focused.
Implemented on all platforms.
</constant>
<constant name="NOTIFICATION_WM_FOCUS_OUT" value="1005">
Notification received from the OS when the game window is unfocused.
Implemented on all platforms.
</constant>
<constant name="NOTIFICATION_WM_QUIT_REQUEST" value="1006">
Notification received from the OS when a quit request is sent (e.g. closing the window with a "Close" button or Alt+F4).
Implemented on desktop platforms.
</constant>
<constant name="NOTIFICATION_WM_GO_BACK_REQUEST" value="1007">
Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).
Specific to the Android platform.
</constant>
<constant name="NOTIFICATION_WM_UNFOCUS_REQUEST" value="1008">
Notification received from the OS when an unfocus request is sent (e.g. another OS window wants to take the focus).
No supported platforms currently send this notification.
</constant>
<constant name="NOTIFICATION_OS_MEMORY_WARNING" value="1009">
Notification received from the OS when the application is exceeding its allocated memory.
Specific to the iOS platform.
</constant>
<constant name="NOTIFICATION_TRANSLATION_CHANGED" value="1010">
Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like [method Object.tr].
</constant>
<constant name="NOTIFICATION_WM_ABOUT" value="1011">
Notification received from the OS when a request for "About" information is sent.
Specific to the macOS platform.
</constant>
<constant name="NOTIFICATION_CRASH" value="1012">
Notification received from Godot's crash handler when the engine is about to crash.
Implemented on desktop platforms if the crash handler is enabled.
</constant>
<constant name="NOTIFICATION_OS_IME_UPDATE" value="1013">
Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).
Specific to the macOS platform.
</constant>
<constant name="NOTIFICATION_APP_RESUMED" value="1014">
Notification received from the OS when the app is resumed.
Specific to the Android platform.
</constant>
<constant name="NOTIFICATION_APP_PAUSED" value="1015">
Notification received from the OS when the app is paused.
Specific to the Android platform.
</constant>
<constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode">
Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default.
</constant>
<constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode">
Stops processing when the [SceneTree] is paused.
</constant>
<constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode">
Continue to process regardless of the [SceneTree] pause state.
</constant>
<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
Duplicate the node's signals.
</constant>
<constant name="DUPLICATE_GROUPS" value="2" enum="DuplicateFlags">
Duplicate the node's groups.
</constant>
<constant name="DUPLICATE_SCRIPTS" value="4" enum="DuplicateFlags">
Duplicate the node's scripts.
</constant>
<constant name="DUPLICATE_USE_INSTANCING" value="8" enum="DuplicateFlags">
Duplicate using instancing.
An instance stays linked to the original so when the original changes, the instance changes too.
</constant>
</constants>
</class>
|