Table of Contents

Class Node

Base class for all scene objects.

Inheritance
Node
Derived

Remarks

Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.

A tree of nodes is called a scene. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.

Scene tree: The SceneTree contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its _enter_tree callback is triggered. Child nodes are always added after their parent node, i.e. the _enter_tree callback of a parent node will be triggered before its child's.

Once all nodes have been added in the scene tree, they receive the NOTIFICATION_READY notification and their respective _ready callbacks are triggered. For groups of nodes, the _ready callback is called in reverse order, starting with the children and moving up to the parent nodes.

This means that when adding a node to the scene tree, the following order will be used for the callbacks: _enter_tree of the parent, _enter_tree of the children, _ready of the children and finally _ready of the parent (recursively for the entire scene tree).

Processing: Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback Node._process, toggled with Node.set_process) happens as fast as possible and is dependent on the frame rate, so the processing time delta (in seconds) is passed as an argument. Physics processing (callback Node._physics_process, toggled with Node.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 Node._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 Node._unhandled_input function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI Control nodes), ensuring that the node only receives the events that were meant for it.

To keep track of the scene hierarchy (especially when instantiating scenes into other scenes), an "owner" can be set for the node with the owner property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though.

Finally, when a node is freed with free or queue_free, it will also free all its children.

Groups: Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See Node.add_to_group, Node.is_in_group and Node.remove_from_group. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on SceneTree.

Networking with nodes: After connecting to a server (or making one, see ENetMultiplayerPeer), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling Node.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.

Note: The script property is part of the Object class, not Node. It isn't exposed like most properties but does have a setter and getter (see Object.set_script and get_script).

See Also

Fields

NOTIFICATION_ENTER_TREE

Notification received when the node enters a SceneTree. See _enter_tree.

This notification is received before the related tree_entered signal.

const NOTIFICATION_ENTER_TREE = 10

NOTIFICATION_EXIT_TREE

Notification received when the node is about to exit a SceneTree. See _exit_tree.

This notification is received after the related tree_exiting signal.

const NOTIFICATION_EXIT_TREE = 11

NOTIFICATION_MOVED_IN_PARENT

const NOTIFICATION_MOVED_IN_PARENT = 12

NOTIFICATION_READY

Notification received when the node is ready. See _ready.

const NOTIFICATION_READY = 13

NOTIFICATION_PAUSED

Notification received when the node is paused. See process_mode.

const NOTIFICATION_PAUSED = 14

NOTIFICATION_UNPAUSED

Notification received when the node is unpaused. See process_mode.

const NOTIFICATION_UNPAUSED = 15

NOTIFICATION_PHYSICS_PROCESS

Notification received from the tree every physics frame when is_physics_processing returns true. See Node._physics_process.

const NOTIFICATION_PHYSICS_PROCESS = 16

NOTIFICATION_PROCESS

Notification received from the tree every rendered frame when is_processing returns true. See Node._process.

const NOTIFICATION_PROCESS = 17

NOTIFICATION_PARENTED

Notification received when the node is set as a child of another node (see Node.add_child and Node.add_sibling).

Note: This does not mean that the node entered the SceneTree.

const NOTIFICATION_PARENTED = 18

NOTIFICATION_UNPARENTED

Notification received when the parent node calls Node.remove_child on this node.

Note: This does not mean that the node exited the SceneTree.

const NOTIFICATION_UNPARENTED = 19

NOTIFICATION_SCENE_INSTANTIATED

Notification received only by the newly instantiated scene root node, when PackedScene.instantiate is completed.

const NOTIFICATION_SCENE_INSTANTIATED = 20

NOTIFICATION_DRAG_BEGIN

Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one.

Can be triggered either by dragging a Control that provides drag data (see Control._get_drag_data) or using Control.force_drag.

Use gui_get_drag_data to get the dragged data.

const NOTIFICATION_DRAG_BEGIN = 21

NOTIFICATION_DRAG_END

Notification received when a drag operation ends.

Use gui_is_drag_successful to check if the drag succeeded.

const NOTIFICATION_DRAG_END = 22

NOTIFICATION_PATH_RENAMED

Notification received when the node's name or one of its ancestors' name is changed. This notification is not received when the node is removed from the SceneTree.

const NOTIFICATION_PATH_RENAMED = 23

NOTIFICATION_CHILD_ORDER_CHANGED

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

const NOTIFICATION_CHILD_ORDER_CHANGED = 24

NOTIFICATION_INTERNAL_PROCESS

Notification received from the tree every rendered frame when is_processing_internal returns true.

const NOTIFICATION_INTERNAL_PROCESS = 25

NOTIFICATION_INTERNAL_PHYSICS_PROCESS

Notification received from the tree every physics frame when is_physics_processing_internal returns true.

const NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26

NOTIFICATION_POST_ENTER_TREE

Notification received when the node enters the tree, just before NOTIFICATION_READY may be received. Unlike the latter, it is sent every time the node enters tree, not just once.

const NOTIFICATION_POST_ENTER_TREE = 27

NOTIFICATION_DISABLED

Notification received when the node is disabled. See Node.PROCESS_MODE_DISABLED.

const NOTIFICATION_DISABLED = 28

NOTIFICATION_ENABLED

Notification received when the node is enabled again after being disabled. See Node.PROCESS_MODE_DISABLED.

const NOTIFICATION_ENABLED = 29

NOTIFICATION_RESET_PHYSICS_INTERPOLATION

Notification received when reset_physics_interpolation is called on the node or its ancestors.

const NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001

NOTIFICATION_EDITOR_PRE_SAVE

Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.

const NOTIFICATION_EDITOR_PRE_SAVE = 9001

NOTIFICATION_EDITOR_POST_SAVE

Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.

const NOTIFICATION_EDITOR_POST_SAVE = 9002

NOTIFICATION_WM_MOUSE_ENTER

Notification received when the mouse enters the window.

Implemented for embedded windows and on desktop and web platforms.

const NOTIFICATION_WM_MOUSE_ENTER = 1002

NOTIFICATION_WM_MOUSE_EXIT

Notification received when the mouse leaves the window.

Implemented for embedded windows and on desktop and web platforms.

const NOTIFICATION_WM_MOUSE_EXIT = 1003

NOTIFICATION_WM_WINDOW_FOCUS_IN

Notification received from the OS when the node's Window ancestor is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case NOTIFICATION_APPLICATION_FOCUS_IN is also received).

A Window node receives this notification when it is focused.

const NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004

NOTIFICATION_WM_WINDOW_FOCUS_OUT

Notification received from the OS when the node's Window ancestor is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case NOTIFICATION_APPLICATION_FOCUS_OUT is also received).

A Window node receives this notification when it is defocused.

const NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005

NOTIFICATION_WM_CLOSE_REQUEST

Notification received from the OS when a close request is sent (e.g. closing the window with a "Close" button or Alt + F4).

Implemented on desktop platforms.

const NOTIFICATION_WM_CLOSE_REQUEST = 1006

NOTIFICATION_WM_GO_BACK_REQUEST

Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).

Implemented only on Android.

const NOTIFICATION_WM_GO_BACK_REQUEST = 1007

NOTIFICATION_WM_SIZE_CHANGED

Notification received when the window is resized.

Note: Only the resized Window node receives this notification, and it's not propagated to the child nodes.

const NOTIFICATION_WM_SIZE_CHANGED = 1008

NOTIFICATION_WM_DPI_CHANGE

Notification received from the OS when the screen's dots per inch (DPI) scale is changed. Only implemented on macOS.

const NOTIFICATION_WM_DPI_CHANGE = 1009

NOTIFICATION_VP_MOUSE_ENTER

Notification received when the mouse cursor enters the Viewport's visible area, that is not occluded behind other Controls or Windows, provided its gui_disable_input is false and regardless if it's currently focused or not.

const NOTIFICATION_VP_MOUSE_ENTER = 1010

NOTIFICATION_VP_MOUSE_EXIT

Notification received when the mouse cursor leaves the Viewport's visible area, that is not occluded behind other Controls or Windows, provided its gui_disable_input is false and regardless if it's currently focused or not.

const NOTIFICATION_VP_MOUSE_EXIT = 1011

NOTIFICATION_WM_POSITION_CHANGED

Notification received when the window is moved.

const NOTIFICATION_WM_POSITION_CHANGED = 1012

NOTIFICATION_OS_MEMORY_WARNING

Notification received from the OS when the application is exceeding its allocated memory.

Implemented only on iOS.

const NOTIFICATION_OS_MEMORY_WARNING = 2009

NOTIFICATION_TRANSLATION_CHANGED

Notification received when translations may have changed. Can be triggered by the user changing the locale, changing auto_translate_mode or when the node enters the scene tree. 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 Object.tr.

Note: This notification is received alongside NOTIFICATION_ENTER_TREE, so if you are instantiating a scene, the child nodes will not be initialized yet. You can use it to setup translations for this node, child nodes created from script, or if you want to access child nodes added in the editor, make sure the node is ready using is_node_ready.

func _notification(what):
    if what == NOTIFICATION_TRANSLATION_CHANGED:
        if not is_node_ready():
            await ready # Wait until ready signal.
        $Label.text = atr("%d Bananas") % banana_counter

const NOTIFICATION_TRANSLATION_CHANGED = 2010

NOTIFICATION_WM_ABOUT

Notification received from the OS when a request for "About" information is sent.

Implemented only on macOS.

const NOTIFICATION_WM_ABOUT = 2011

NOTIFICATION_CRASH

Notification received from Godot's crash handler when the engine is about to crash.

Implemented on desktop platforms, if the crash handler is enabled.

const NOTIFICATION_CRASH = 2012

NOTIFICATION_OS_IME_UPDATE

Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).

Implemented only on macOS.

const NOTIFICATION_OS_IME_UPDATE = 2013

NOTIFICATION_APPLICATION_RESUMED

Notification received from the OS when the application is resumed.

Specific to the Android and iOS platforms.

const NOTIFICATION_APPLICATION_RESUMED = 2014

NOTIFICATION_APPLICATION_PAUSED

Notification received from the OS when the application is paused.

Specific to the Android and iOS platforms.

Note: On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it.

const NOTIFICATION_APPLICATION_PAUSED = 2015

NOTIFICATION_APPLICATION_FOCUS_IN

Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.

Implemented on desktop and mobile platforms.

const NOTIFICATION_APPLICATION_FOCUS_IN = 2016

NOTIFICATION_APPLICATION_FOCUS_OUT

Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.

Implemented on desktop and mobile platforms.

const NOTIFICATION_APPLICATION_FOCUS_OUT = 2017

NOTIFICATION_TEXT_SERVER_CHANGED

Notification received when the TextServer is changed.

const NOTIFICATION_TEXT_SERVER_CHANGED = 2018

Properties

auto_translate_mode

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

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

var auto_translate_mode : int = 0

Property Value

int

Remarks

  • void set_auto_translate_mode(int value)
  • int get_auto_translate_mode

editor_description

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

var editor_description : String = ""

Property Value

String

Remarks

  • void set_editor_description(String value)
  • String get_editor_description

multiplayer

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

Note: Renaming the node, or moving it in the tree, will not move the MultiplayerAPI to the new path, you will have to update this manually.

var multiplayer : MultiplayerAPI

Property Value

MultiplayerAPI

Remarks

name

The name of the node. This name must be unique among the siblings (other child nodes from the same parent). When set to an existing sibling's name, the node is automatically renamed.

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

var name : StringName

Property Value

StringName

Remarks

owner

The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a PackedScene, all the nodes it owns are also saved with it. See also unique_name_in_owner.

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

var owner : Node

Property Value

Node

Remarks

  • void set_owner(Node value)
  • Node get_owner

physics_interpolation_mode

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

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

var physics_interpolation_mode : int = 0

Property Value

int

Remarks

  • void set_physics_interpolation_mode(int value)
  • int get_physics_interpolation_mode

process_mode

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

var process_mode : int = 0

Property Value

int

Remarks

  • void set_process_mode(int value)
  • int get_process_mode

process_physics_priority

var process_physics_priority : int = 0

Property Value

int

Remarks

  • void set_physics_process_priority(int value)
  • int get_physics_process_priority

process_priority

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

var process_priority : int = 0

Property Value

int

Remarks

  • void set_process_priority(int value)
  • int get_process_priority

process_thread_group

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

By default, the thread group is Node.PROCESS_THREAD_GROUP_INHERIT, which means that this node belongs to the same thread group as the parent node. The thread groups means that nodes in a specific thread group will process together, separate to other thread groups (depending on process_thread_group_order). If the value is set is Node.PROCESS_THREAD_GROUP_SUB_THREAD, this thread group will occur on a sub thread (not the main thread), otherwise if set to Node.PROCESS_THREAD_GROUP_MAIN_THREAD it will process on the main thread. If there is not a parent or grandparent node set to something other than inherit, the node will belong to the default thread group. This default group will process on the main thread and its group order is 0.

During processing in a sub-thread, accessing most functions in nodes outside the thread group is forbidden (and it will result in an error in debug mode). Use Object.call_deferred, Node.call_thread_safe, Node.call_deferred_thread_group and the likes in order to communicate from the thread groups to the main thread (or to other thread groups).

To better understand process thread groups, the idea is that any node set to any other value than Node.PROCESS_THREAD_GROUP_INHERIT will include any child (and grandchild) nodes set to inherit into its process thread group. This means that the processing of all the nodes in the group will happen together, at the same time as the node including them.

var process_thread_group : int = 0

Property Value

int

Remarks

  • void set_process_thread_group(int value)
  • int get_process_thread_group

process_thread_group_order

Change the process thread group order. Groups with a lesser order will process before groups with a greater order. This is useful when a large amount of nodes process in sub thread and, afterwards, another group wants to collect their result in the main thread, as an example.

var process_thread_group_order : int

Property Value

int

Remarks

  • void set_process_thread_group_order(int value)
  • int get_process_thread_group_order

process_thread_messages

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

var process_thread_messages : int

Property Value

int

Remarks

  • void set_process_thread_messages(int value)
  • int get_process_thread_messages

scene_file_path

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

var scene_file_path : String

Property Value

String

Remarks

  • void set_scene_file_path(String value)
  • String get_scene_file_path

unique_name_in_owner

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

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

var unique_name_in_owner : bool = false

Property Value

bool

Remarks

  • void set_unique_name_in_owner(bool value)
  • bool is_unique_name_in_owner

Methods

_enter_tree

Qualifiers: virtual

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

Corresponds to the NOTIFICATION_ENTER_TREE notification in Object._notification.

void _enter_tree

_exit_tree

Qualifiers: virtual

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

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

void _exit_tree

_get_configuration_warnings

Qualifiers: virtualconst

The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a tool script.

Returning an empty array produces no warnings.

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

@export var energy = 0:
    set(value):
        energy = value
        update_configuration_warnings()

func _get_configuration_warnings():
    if energy < 0:
        return ["Energy must be 0 or greater."]
    else:
        return []

PackedStringArray _get_configuration_warnings

_input(InputEvent)

Qualifiers: virtual

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 Node.set_process_input.

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

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

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

void _input(InputEvent event)

Parameters

event InputEvent

_physics_process(float)

Qualifiers: virtual

Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the delta parameter will generally be constant (see exceptions below). delta is in seconds.

It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with Node.set_physics_process.

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

Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in Object._notification.

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

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

void _physics_process(float delta)

Parameters

delta float

_process(float)

Qualifiers: virtual

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

It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with Node.set_process.

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

Corresponds to the NOTIFICATION_PROCESS notification in Object._notification.

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

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

void _process(float delta)

Parameters

delta float

_ready

Qualifiers: virtual

Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their _ready callbacks get triggered first, and the parent node will receive the ready notification afterwards.

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

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

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

void _ready

_shortcut_input(InputEvent)

Qualifiers: virtual

Called when an InputEventKey, InputEventShortcut, or InputEventJoypadButton hasn't been consumed by Node._input or any GUI Control item. It is called before Node._unhandled_key_input and Node._unhandled_input. The input event propagates up through the node tree until a node consumes it.

It is only called if shortcut processing is enabled, which is done automatically if this method is overridden, and can be toggled with Node.set_process_shortcut_input.

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

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

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

void _shortcut_input(InputEvent event)

Parameters

event InputEvent

_unhandled_input(InputEvent)

Qualifiers: virtual

Called when an InputEvent hasn't been consumed by Node._input or any GUI Control item. It is called after Node._shortcut_input and after Node._unhandled_key_input. The input event propagates up through the node tree until a node consumes it.

It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with Node.set_process_unhandled_input.

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

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

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

void _unhandled_input(InputEvent event)

Parameters

event InputEvent

_unhandled_key_input(InputEvent)

Qualifiers: virtual

Called when an InputEventKey hasn't been consumed by Node._input or any GUI Control item. It is called after Node._shortcut_input but before Node._unhandled_input. The input event propagates up through the node tree until a node consumes it.

It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with Node.set_process_unhandled_key_input.

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

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

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

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

void _unhandled_key_input(InputEvent event)

Parameters

event InputEvent

add_child(Node, bool, int)

Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.

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

If internal is different than Node.INTERNAL_MODE_DISABLED, the child will be added as internal node. These nodes are ignored by methods like Node.get_children, unless their parameter include_internal is true. The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. ColorPicker. See InternalMode for available modes.

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

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

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

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

void add_child(Node node, bool force_readable_name, int internal)

Parameters

node Node
force_readable_name bool
internal int

add_sibling(Node, bool)

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

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

Use Node.add_child instead of this method if you don't need the child node to be added below a specific node in the list of children.

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

void add_sibling(Node sibling, bool force_readable_name)

Parameters

sibling Node
force_readable_name bool

add_to_group(StringName, bool)

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

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

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

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

void add_to_group(StringName group, bool persistent)

Parameters

group StringName
persistent bool

atr(String, StringName)

Qualifiers: const

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

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

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

For detailed examples, see Internationalizing games.

String atr(String message, StringName context)

Parameters

message String
context StringName

atr_n(String, StringName, int, StringName)

Qualifiers: const

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

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

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

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

For detailed examples, see Localization using gettext.

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

String atr_n(String message, StringName plural_message, int n, StringName context)

Parameters

message String
plural_message StringName
n int
context StringName

call_deferred_thread_group(StringName, ...)

Qualifiers: vararg

This function is similar to Object.call_deferred except that the call will take place when the node thread group is processed. If the node thread group processes in sub-threads, then the call will be done on that thread, right before NOTIFICATION_PROCESS or NOTIFICATION_PHYSICS_PROCESS, the Node._process or Node._physics_process or their internal versions are called.

Variant call_deferred_thread_group(StringName method, ...)

Parameters

method StringName

call_thread_safe(StringName, ...)

Qualifiers: vararg

This function ensures that the calling of this function will succeed, no matter whether it's being done from a thread or not. If called from a thread that is not allowed to call the function, the call will become deferred. Otherwise, the call will go through directly.

Variant call_thread_safe(StringName method, ...)

Parameters

method StringName

can_process

Qualifiers: const

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

  • If set to Node.PROCESS_MODE_PAUSABLE, returns true when the game is processing, i.e. paused is false;

  • If set to Node.PROCESS_MODE_WHEN_PAUSED, returns true when the game is paused, i.e. paused is true;

  • If set to Node.PROCESS_MODE_ALWAYS, always returns true;

  • If set to Node.PROCESS_MODE_DISABLED, always returns false;

  • If set to Node.PROCESS_MODE_INHERIT, use the parent node's process_mode to determine the result.

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

bool can_process

create_tween

Creates a new Tween and binds it to this node.

This is the equivalent of doing:

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

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

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

Tween create_tween

duplicate(int)

Qualifiers: const

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

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

Node duplicate(int flags)

Parameters

flags int

find_child(String, bool, bool)

Qualifiers: const

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

If recursive is false, only this node's direct children are checked. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see internal parameter in Node.add_child).

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

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

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

Node find_child(String pattern, bool recursive, bool owned)

Parameters

pattern String
recursive bool
owned bool

find_children(String, String, bool, bool)

Qualifiers: const

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

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

If recursive is false, only this node's direct children are checked. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see internal parameter in Node.add_child).

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

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

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

Node[] find_children(String pattern, String type, bool recursive, bool owned)

Parameters

pattern String
type String
recursive bool
owned bool

find_parent(String)

Qualifiers: const

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

Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested nodes. Consider storing a reference to the found node in a variable. Alternatively, use Node.get_node with unique names (see unique_name_in_owner).

Node find_parent(String pattern)

Parameters

pattern String

get_child(int, bool)

Qualifiers: const

Fetches a child node by its index. Each child node has an index relative its siblings (see Node.get_index). The first child is at index 0. Negative values can also be used to start from the end of the list. This method can be used in combination with Node.get_child_count to iterate over this node's children. If no child exists at the given index, this method returns null and an error is generated.

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

# Assuming the following are children of this node, in order:
# First, Middle, Last.

var a = get_child(0).name  # a is "First"
var b = get_child(1).name  # b is "Middle"
var b = get_child(2).name  # b is "Last"
var c = get_child(-1).name # c is "Last"

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

Node get_child(int idx, bool include_internal)

Parameters

idx int
include_internal bool

get_child_count(bool)

Qualifiers: const

Returns the number of children of this node.

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

int get_child_count(bool include_internal)

Parameters

include_internal bool

get_children(bool)

Qualifiers: const

Returns all children of this node inside an Array.

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

Node[] get_children(bool include_internal)

Parameters

include_internal bool

get_groups

Qualifiers: const

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

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

Note: This method may also return some group names starting with an underscore (_). These are internally used by the engine. To avoid conflicts, do not use custom groups starting with underscores. To exclude internal groups, see the following code snippet:

# Stores the node's non-internal groups only (as an array of StringNames).
var non_internal_groups = []
for group in get_groups():
    if not str(group).begins_with("_"):
        non_internal_groups.push_back(group)

StringName[] get_groups

get_index(bool)

Qualifiers: const

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

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

int get_index(bool include_internal)

Parameters

include_internal bool

get_last_exclusive_window

Qualifiers: const

Returns the Window that contains this node, or the last exclusive child in a chain of windows starting with the one that contains this node.

Window get_last_exclusive_window

get_multiplayer_authority

Qualifiers: const

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

int get_multiplayer_authority

get_node(NodePath)

Qualifiers: const

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

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

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

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

The following calls will return a valid node:

Node get_node(NodePath path)

Parameters

path NodePath

get_node_and_resource(NodePath)

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

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

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

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

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

var a = get_node_and_resource("Area2D/Sprite2D")
print(a[0].name) # Prints Sprite2D
print(a[1])      # Prints <null>
print(a[2])      # Prints ^""

var b = get_node_and_resource("Area2D/Sprite2D:texture:atlas")
print(b[0].name)        # Prints Sprite2D
print(b[1].get_class()) # Prints AtlasTexture
print(b[2])             # Prints ^""

var c = get_node_and_resource("Area2D/Sprite2D:texture:atlas:region")
print(c[0].name)        # Prints Sprite2D
print(c[1].get_class()) # Prints AtlasTexture
print(c[2])             # Prints ^":region"

Array get_node_and_resource(NodePath path)

Parameters

path NodePath

get_node_or_null(NodePath)

Qualifiers: const

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

Node get_node_or_null(NodePath path)

Parameters

path NodePath

get_parent

Qualifiers: const

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

Node get_parent

get_path

Qualifiers: const

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

NodePath get_path

get_path_to(Node, bool)

Qualifiers: const

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

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

Note: If you get a relative path which starts from a unique node, the path may be longer than a normal relative path, due to the addition of the unique node's name.

NodePath get_path_to(Node node, bool use_unique_path)

Parameters

node Node
use_unique_path bool

get_physics_process_delta_time

Qualifiers: const

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

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

float get_physics_process_delta_time

get_process_delta_time

Qualifiers: const

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

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

float get_process_delta_time

get_rpc_config

Qualifiers: const

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

Variant get_rpc_config

get_scene_instance_load_placeholder

Qualifiers: const

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

bool get_scene_instance_load_placeholder

get_tree

Qualifiers: const

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

SceneTree get_tree

get_tree_string

Returns the tree as a String. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the Node.get_node function. It also can be used in game UI/UX.

May print, for example:

TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D

String get_tree_string

get_tree_string_pretty

Similar to get_tree_string, this returns the tree as a String. This version displays a more graphical representation similar to what is displayed in the Scene Dock. It is useful for inspecting larger trees.

May print, for example:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D

String get_tree_string_pretty

get_viewport

Qualifiers: const

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

Viewport get_viewport

get_window

Qualifiers: const

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

Window get_window

has_node(NodePath)

Qualifiers: const

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

bool has_node(NodePath path)

Parameters

path NodePath

has_node_and_resource(NodePath)

Qualifiers: const

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

bool has_node_and_resource(NodePath path)

Parameters

path NodePath

is_ancestor_of(Node)

Qualifiers: const

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

bool is_ancestor_of(Node node)

Parameters

node Node

is_displayed_folded

Qualifiers: const

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

bool is_displayed_folded

is_editable_instance(Node)

Qualifiers: const

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

bool is_editable_instance(Node node)

Parameters

node Node

is_greater_than(Node)

Qualifiers: const

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

bool is_greater_than(Node node)

Parameters

node Node

is_in_group(StringName)

Qualifiers: const

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

bool is_in_group(StringName group)

Parameters

group StringName

is_inside_tree

Qualifiers: const

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

bool is_inside_tree

is_multiplayer_authority

Qualifiers: const

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

bool is_multiplayer_authority

is_node_ready

Qualifiers: const

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

request_ready resets it back to false.

bool is_node_ready

is_part_of_edited_scene

Qualifiers: const

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

bool is_part_of_edited_scene

is_physics_interpolated

Qualifiers: const

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

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

bool is_physics_interpolated

is_physics_interpolated_and_enabled

Qualifiers: const

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

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

See physics_interpolation and physics/common/physics_interpolation.

bool is_physics_interpolated_and_enabled

is_physics_processing

Qualifiers: const

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

bool is_physics_processing

is_physics_processing_internal

Qualifiers: const

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

bool is_physics_processing_internal

is_processing

Qualifiers: const

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

bool is_processing

is_processing_input

Qualifiers: const

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

bool is_processing_input

is_processing_internal

Qualifiers: const

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

bool is_processing_internal

is_processing_shortcut_input

Qualifiers: const

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

bool is_processing_shortcut_input

is_processing_unhandled_input

Qualifiers: const

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

bool is_processing_unhandled_input

is_processing_unhandled_key_input

Qualifiers: const

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

bool is_processing_unhandled_key_input

move_child(Node, int)

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

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

void move_child(Node child_node, int to_index)

Parameters

child_node Node
to_index int

notify_deferred_thread_group(int)

Similar to Node.call_deferred_thread_group, but for notifications.

void notify_deferred_thread_group(int what)

Parameters

what int

notify_thread_safe(int)

Similar to Node.call_thread_safe, but for notifications.

void notify_thread_safe(int what)

Parameters

what int

print_orphan_nodes

Qualifiers: static

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

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

void print_orphan_nodes

print_tree

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

May print, for example:

.
Menu
Menu/Label
Menu/Camera2D
SplashScreen
SplashScreen/Camera2D

void print_tree

print_tree_pretty

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

May print, for example:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D

void print_tree_pretty

propagate_call(StringName, Array, bool)

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

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

void propagate_call(StringName method, Array args, bool parent_first)

Parameters

method StringName
args Array
parent_first bool

propagate_notification(int)

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

void propagate_notification(int what)

Parameters

what int

queue_free

Queues this node to be deleted at the end of the current frame. When deleted, all of its children are deleted as well, and all references to the node and its children become invalid.

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

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

void queue_free

remove_child(Node)

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

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

void remove_child(Node node)

Parameters

node Node

remove_from_group(StringName)

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

void remove_from_group(StringName group)

Parameters

group StringName

reparent(Node, bool)

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

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

void reparent(Node new_parent, bool keep_global_transform)

Parameters

new_parent Node
keep_global_transform bool

replace_by(Node, bool)

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

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

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

void replace_by(Node node, bool keep_groups)

Parameters

node Node
keep_groups bool

request_ready

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

Note: This method only affects the current node. If the node's children also need to request ready, this method needs to be called for each one of them. When the node and its children enter the tree again, the order of _ready callbacks will be the same as normal.

void request_ready

reset_physics_interpolation

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

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

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

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

void reset_physics_interpolation

rpc(StringName, ...)

Qualifiers: vararg

Sends a remote procedure call request for the given method to peers on the network (and locally), sending additional arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same name. Behavior depends on the RPC configuration for the given method (see Node.rpc_config and @GDScript.@rpc). By default, methods are not exposed to RPCs.

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

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

int rpc(StringName method, ...)

Parameters

method StringName

rpc_config(StringName, Variant)

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

  • rpc_mode: see RPCMode;

  • transfer_mode: see TransferMode;

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

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

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

void rpc_config(StringName method, Variant config)

Parameters

method StringName
config Variant

rpc_id(int, StringName, ...)

Qualifiers: vararg

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

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

int rpc_id(int peer_id, StringName method, ...)

Parameters

peer_id int
method StringName

set_deferred_thread_group(StringName, Variant)

Similar to Node.call_deferred_thread_group, but for setting properties.

void set_deferred_thread_group(StringName property, Variant value)

Parameters

property StringName
value Variant

set_display_folded(bool)

If set to true, the node appears folded in the Scene dock. As a result, all of its children are hidden. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also is_displayed_folded.

void set_display_folded(bool fold)

Parameters

fold bool

set_editable_instance(Node, bool)

Set to true to allow all nodes owned by node to be available, and editable, in the Scene dock, even if their owner is not the scene root. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also Node.is_editable_instance.

void set_editable_instance(Node node, bool is_editable)

Parameters

node Node
is_editable bool

set_multiplayer_authority(int, bool)

Sets the node's multiplayer authority to the peer with the given peer id. The multiplayer authority is the peer that has authority over the node on the network. Defaults to peer ID 1 (the server). Useful in conjunction with Node.rpc_config and the MultiplayerAPI.

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

Warning: This does not automatically replicate the new authority to other peers. It is the developer's responsibility to do so. You may replicate the new authority's information using spawn_function, an RPC, or a MultiplayerSynchronizer. Furthermore, the parent's authority does not propagate to newly added children.

void set_multiplayer_authority(int id, bool recursive)

Parameters

id int
recursive bool

set_physics_process(bool)

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

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

void set_physics_process(bool enable)

Parameters

enable bool

set_physics_process_internal(bool)

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

Warning: Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.

void set_physics_process_internal(bool enable)

Parameters

enable bool

set_process(bool)

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

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

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

void set_process(bool enable)

Parameters

enable bool

set_process_input(bool)

If set to true, enables input processing.

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

void set_process_input(bool enable)

Parameters

enable bool

set_process_internal(bool)

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

Warning: Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.

void set_process_internal(bool enable)

Parameters

enable bool

set_process_shortcut_input(bool)

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

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

void set_process_shortcut_input(bool enable)

Parameters

enable bool

set_process_unhandled_input(bool)

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

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

void set_process_unhandled_input(bool enable)

Parameters

enable bool

set_process_unhandled_key_input(bool)

If set to true, enables unhandled key input processing.

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

void set_process_unhandled_key_input(bool enable)

Parameters

enable bool

set_scene_instance_load_placeholder(bool)

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

void set_scene_instance_load_placeholder(bool load_placeholder)

Parameters

load_placeholder bool

set_thread_safe(StringName, Variant)

Similar to Node.call_thread_safe, but for setting properties.

void set_thread_safe(StringName property, Variant value)

Parameters

property StringName
value Variant

set_translation_domain_inherited

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

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

void set_translation_domain_inherited

update_configuration_warnings

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

void update_configuration_warnings

Events

child_entered_tree(Node)

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

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

signal child_entered_tree(Node node)

Parameters

node Node

child_exiting_tree(Node)

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

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

signal child_exiting_tree(Node node)

Parameters

node Node

child_order_changed

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

signal child_order_changed

editor_description_changed(Node)

Emitted when the node's editor description field changed.

signal editor_description_changed(Node node)

Parameters

node Node

editor_state_changed

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

signal editor_state_changed

ready

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

signal ready

renamed

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

signal renamed

replacing_by(Node)

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

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

signal replacing_by(Node node)

Parameters

node Node

tree_entered

Emitted when the node enters the tree.

This signal is emitted after the related NOTIFICATION_ENTER_TREE notification.

signal tree_entered

tree_exited

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

This signal is emitted after the related NOTIFICATION_EXIT_TREE notification.

signal tree_exited

tree_exiting

Emitted when the node is just about to exit the tree. The node is still valid. As such, this is the right place for de-initialization (or a "destructor", if you will).

This signal is emitted after the node's _exit_tree, and before the related NOTIFICATION_EXIT_TREE.

signal tree_exiting