SpatialMaterial Class |
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
Namespace: Godot
public class SpatialMaterial : Material
The SpatialMaterial type exposes the following members.
Name | Description | |
---|---|---|
SpatialMaterial | Initializes a new instance of the SpatialMaterial class |
Name | Description | |
---|---|---|
AlbedoColor | The material's base color. | |
AlbedoTexture | Texture to multiply by AlbedoColor. Used for basic texturing of objects. | |
Anisotropy | The strength of the anisotropy effect. | |
AnisotropyEnabled | If true, anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken. | |
AnisotropyFlowmap | Texture that offsets the tangent map for anisotropy calculations. | |
AoEnabled | If true, ambient occlusion is enabled. Ambient occlusion darkens areas based on the AoTexture. | |
AoLightAffect | Amount that ambient occlusion affects lighting from lights. If 0, ambient occlusion only affects ambient light. If 1, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic. | |
AoOnUv2 | If true, use UV2 coordinates to look up from the AoTexture. | |
AoTexture | Texture that defines the amount of ambient occlusion for a given point on the object. | |
AoTextureChannel | Specifies the channel of the AoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. | |
Clearcoat | Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect. | |
ClearcoatEnabled | If true, clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough. | |
ClearcoatGloss | Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat. | |
ClearcoatTexture | Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel. | |
DepthDeepParallax | If true, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping. | |
DepthEnabled | If true, depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also NormalEnabled. Note: Depth mapping is not supported if triplanar mapping is used on the same material. The value of DepthEnabled will be ignored if Uv1Triplanar is enabled. | |
DepthFlipBinormal | If true, direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect. | |
DepthFlipTangent | If true, direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect. | |
DepthMaxLayers | Number of layers to use when using DepthDeepParallax and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp. | |
DepthMinLayers | Number of layers to use when using DepthDeepParallax and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp. | |
DepthScale | Scales the depth offset effect. A higher number will create a larger depth. | |
DepthTexture | Texture used to determine depth at a given pixel. Depth is always stored in the red channel. | |
DetailAlbedo | Texture that specifies the color of the detail overlay. | |
DetailBlendMode | Specifies how the DetailAlbedo should blend with the current ALBEDO. See SpatialMaterialBlendMode for options. | |
DetailEnabled | If true, enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on DetailMask. This can be used to add variation to objects, or to blend between two different albedo/normal textures. | |
DetailMask | Texture used to specify how the detail textures get blended with the base textures. | |
DetailNormal | Texture that specifies the per-pixel normal of the detail overlay. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines. | |
DetailUvLayer | Specifies whether to use UV or UV2 for the detail layer. See SpatialMaterialDetailUV for options. | |
DistanceFadeMaxDistance | Distance at which the object appears fully opaque. Note: If distance_fade_max_distance is less than distance_fade_min_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance. | |
DistanceFadeMinDistance | Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. Note: If distance_fade_min_distance is greater than distance_fade_max_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance. | |
DistanceFadeMode | Specifies which type of fade to use. Can be any of the SpatialMaterialDistanceFadeModeEnums. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
Emission | The emitted light's color. See EmissionEnabled. | |
EmissionEnabled | If true, the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a GIProbe or BakedLightmap is used and this object is used in baked lighting. | |
EmissionEnergy | The emitted light's strength. See EmissionEnabled. | |
EmissionOnUv2 | Use UV2 to read from the EmissionTexture. | |
EmissionOperator | Sets how Emission interacts with EmissionTexture. Can either add or multiply. See SpatialMaterialEmissionOperatorEnum for options. | |
EmissionTexture | Texture that specifies how much surface emits light at a given point. | |
FlagsAlbedoTexForceSrgb | Forces a conversion of the AlbedoTexture from sRGB space to linear space. | |
FlagsDisableAmbientLight | If true, the object receives no ambient light. | |
FlagsDoNotReceiveShadows | If true, the object receives no shadow that would otherwise be cast onto it. | |
FlagsEnsureCorrectNormals | If true, the shader will compute extra operations to make sure the normal stays correct when using a non-uniform scale. Only enable if using non-uniform scaling. | |
FlagsFixedSize | If true, the object is rendered at the same size regardless of distance. | |
FlagsNoDepthTest | If true, depth testing is disabled and the object will be drawn in render order. | |
FlagsTransparent | If true, transparency is enabled on the body. See also ParamsBlendMode. | |
FlagsUnshaded | If true, the object is unaffected by lighting. | |
FlagsUsePointSize | If true, render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also ParamsPointSize. | |
FlagsUseShadowToOpacity | If true, enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. | |
FlagsVertexLighting | If true, lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. | |
FlagsWorldTriplanar | If true, triplanar mapping is calculated in world space rather than object local space. See also Uv1Triplanar. | |
Metallic | A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use Roughness. | |
MetallicSpecular | ||
MetallicTexture | Texture used to specify metallic for an object. This is multiplied by Metallic. | |
MetallicTextureChannel | Specifies the channel of the MetallicTexture in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. | |
NativeInstance | (Inherited from Object.) | |
NextPass | Sets the Material to be used for the next pass. This renders the object again using a different material. Note: only applies to SpatialMaterials and ShaderMaterials with type "Spatial". | |
NormalEnabled | If true, normal mapping is enabled. | |
NormalScale | The strength of the normal map's effect. | |
NormalTexture | Texture used to specify the normal at a given pixel. The normal_texture only uses the red and green channels. The normal read from normal_texture is oriented around the surface normal provided by the Mesh. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines. | |
ParamsAlphaScissorThreshold | Threshold at which the alpha scissor will discard values. | |
ParamsBillboardKeepScale | If true, the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when ParamsBillboardMode is . | |
ParamsBillboardMode | Controls how the object faces the camera. See SpatialMaterialBillboardMode. Note: Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See GitHub issue #41567 for details. | |
ParamsBlendMode | The material's blend mode. Note: Values other than Mix force the object into the transparent pipeline. See SpatialMaterialBlendMode. | |
ParamsCullMode | Which side of the object is not drawn when backfaces are rendered. See SpatialMaterialCullMode. | |
ParamsDepthDrawMode | Determines when depth rendering takes place. See SpatialMaterialDepthDrawMode. See also FlagsTransparent. | |
ParamsDiffuseMode | The algorithm used for diffuse light scattering. See SpatialMaterialDiffuseMode. | |
ParamsGrow | If true, enables the vertex grow setting. See ParamsGrowAmount. | |
ParamsGrowAmount | Grows object vertices in the direction of their normals. | |
ParamsLineWidth | Currently unimplemented in Godot. | |
ParamsPointSize | The point size in pixels. See FlagsUsePointSize. | |
ParamsSpecularMode | The method for rendering the specular blob. See SpatialMaterialSpecularMode. | |
ParamsUseAlphaScissor | If true, the shader will discard all pixels that have an alpha value less than ParamsAlphaScissorThreshold. | |
ParticlesAnimHFrames | The number of horizontal frames in the particle sprite sheet. Only enabled when using . See ParamsBillboardMode. | |
ParticlesAnimLoop | If true, particle animations are looped. Only enabled when using . See ParamsBillboardMode. | |
ParticlesAnimVFrames | The number of vertical frames in the particle sprite sheet. Only enabled when using . See ParamsBillboardMode. | |
ProximityFadeDistance | Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. | |
ProximityFadeEnable | If true, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object. | |
RefractionEnabled | If true, the refraction effect is enabled. Distorts transparency based on light from behind the object. | |
RefractionScale | The strength of the refraction effect. | |
RefractionTexture | Texture that controls the strength of the refraction per-pixel. Multiplied by RefractionScale. | |
RefractionTextureChannel | Specifies the channel of the AoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. | |
RenderPriority | Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). | |
ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. | |
ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. | |
ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. | |
Rim | Sets the strength of the rim lighting effect. | |
RimEnabled | If true, rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object. | |
RimTexture | Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by Rim. | |
RimTint | The amount of to blend light and albedo color when rendering rim effect. If 0 the light color is used, while 1 means albedo color is used. An intermediate value generally works best. | |
Roughness | Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also Metallic. | |
RoughnessTexture | Texture used to control the roughness per-pixel. Multiplied by Roughness. | |
RoughnessTextureChannel | Specifies the channel of the AoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. | |
SubsurfScatterEnabled | If true, subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. | |
SubsurfScatterStrength | The strength of the subsurface scattering effect. | |
SubsurfScatterTexture | Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by SubsurfScatterStrength. | |
Transmission | The color used by the transmission effect. Represents the light passing through an object. | |
TransmissionEnabled | If true, the transmission effect is enabled. | |
TransmissionTexture | Texture used to control the transmission effect per-pixel. Added to Transmission. | |
Uv1Offset | How much to offset the UV coordinates. This amount will be added to UV in the vertex function. This can be used to offset a texture. | |
Uv1Scale | How much to scale the UV coordinates. This is multiplied by UV in the vertex function. | |
Uv1Triplanar | If true, instead of using UV textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. | |
Uv1TriplanarSharpness | A lower number blends the texture more softly while a higher number blends the texture more sharply. | |
Uv2Offset | How much to offset the UV2 coordinates. This amount will be added to UV2 in the vertex function. This can be used to offset a texture. | |
Uv2Scale | How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function. | |
Uv2Triplanar | If true, instead of using UV2 textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. | |
Uv2TriplanarSharpness | A lower number blends the texture more softly while a higher number blends the texture more sharply. | |
VertexColorIsSrgb | If true, the model's vertex colors are processed as sRGB mode. | |
VertexColorUseAsAlbedo | If true, the vertex color is used as albedo color. |
Name | Description | |
---|---|---|
_Get | Virtual method which can be overridden to customize the return value of Get(String). Returns the given property. Returns null if the property does not exist. | |
_GetPropertyList | Virtual method which can be overridden to customize the return value of GetPropertyList. Returns the object's property list as an Array of dictionaries. Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
_Notification | Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method. | |
_Set | Virtual method which can be overridden to customize the return value of Set(String, Object). Sets a property. Returns true if the property exists. | |
_SetupLocalToScene | Virtual function which can be overridden to customize the behavior value of SetupLocalToScene. | |
AddUserSignal | Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries. | |
Call | Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
CallDeferred | Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call_deferred("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
Callv | Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array. callv("set", [ "position", Vector2(42.0, 0.0) ]) | |
CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). | |
Connect | Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples: connect("pressed", self, "_on_Button_pressed") # BaseButton signal connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object): connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first func _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) | |
Disconnect | Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists. | |
Dispose | (Inherited from Object.) | |
Dispose(Boolean) | (Inherited from Object.) | |
Duplicate | Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. | |
EmitChanged | Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to: emit_signal("changed") Note: This method is called automatically for built-in resources. | |
EmitSignal | Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: emit_signal("hit", weapon_type, damage) emit_signal("game_over") | |
Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
Free | Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties. | |
Get | Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
GetAlbedo | Obsolete. | |
GetAlphaScissorThreshold | Obsolete. | |
GetAnisotropy | Obsolete. | |
GetAoLightAffect | Obsolete. | |
GetAoTextureChannel | Obsolete. | |
GetBillboardMode | Obsolete. | |
GetBlendMode | Obsolete. | |
GetClass | Returns the object's class as a String. | |
GetClearcoat | Obsolete. | |
GetClearcoatGloss | Obsolete. | |
GetCullMode | Obsolete. | |
GetDepthDeepParallaxFlipBinormal | Obsolete. | |
GetDepthDeepParallaxFlipTangent | Obsolete. | |
GetDepthDeepParallaxMaxLayers | Obsolete. | |
GetDepthDeepParallaxMinLayers | Obsolete. | |
GetDepthDrawMode | Obsolete. | |
GetDepthScale | Obsolete. | |
GetDetailBlendMode | Obsolete. | |
GetDetailUv | Obsolete. | |
GetDiffuseMode | Obsolete. | |
GetDistanceFade | Obsolete. | |
GetDistanceFadeMaxDistance | Obsolete. | |
GetDistanceFadeMinDistance | Obsolete. | |
GetEmission | Obsolete. | |
GetEmissionEnergy | Obsolete. | |
GetEmissionOperator | Obsolete. | |
GetFeature | Obsolete. Returns true, if the specified SpatialMaterialFeature is enabled. | |
GetFlag | Obsolete. Returns true, if the specified flag is enabled. See SpatialMaterialFlags enumerator for options. | |
GetGrow | Obsolete. | |
GetHashCode | (Inherited from Object.) | |
GetIncomingConnections | Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries: - source is a reference to the signal emitter. - signal_name is the name of the connected signal. - method_name is the name of the method to which the signal is connected. | |
GetIndexed | Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". | |
GetInstanceId | Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id. | |
GetLineWidth | Obsolete. | |
GetLocalScene | If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null. | |
GetMeta | Returns the object's metadata entry for the given name. | |
GetMetaList | Returns the object's metadata as a String. | |
GetMetallic | Obsolete. | |
GetMetallicTextureChannel | Obsolete. | |
GetMethodList | Returns the object's methods and their signatures as an Array. | |
GetName | Obsolete. (Inherited from Resource.) | |
GetNextPass | Obsolete. (Inherited from Material.) | |
GetNormalScale | Obsolete. | |
GetParticlesAnimHFrames | Obsolete. | |
GetParticlesAnimLoop | Obsolete. | |
GetParticlesAnimVFrames | Obsolete. | |
GetPath | Obsolete. (Inherited from Resource.) | |
GetPointSize | Obsolete. | |
GetPropertyList | Returns the object's property list as an Array of dictionaries. Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
GetProximityFadeDistance | Obsolete. | |
GetRefraction | Obsolete. | |
GetRefractionTextureChannel | Obsolete. | |
GetRenderPriority | Obsolete. (Inherited from Material.) | |
GetRid | Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID. | |
GetRim | Obsolete. | |
GetRimTint | Obsolete. | |
GetRoughness | Obsolete. | |
GetRoughnessTextureChannel | Obsolete. | |
GetScript | Returns the object's Script instance, or null if none is assigned. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetSpecular | Obsolete. | |
GetSpecularMode | Obsolete. | |
GetSubsurfaceScatteringStrength | Obsolete. | |
GetTexture | Obsolete. Returns the Texture associated with the specified SpatialMaterialTextureParam. | |
GetTransmission | Obsolete. | |
GetType | (Inherited from Object.) | |
GetUv1Offset | Obsolete. | |
GetUv1Scale | Obsolete. | |
GetUv1TriplanarBlendSharpness | Obsolete. | |
GetUv2Offset | Obsolete. | |
GetUv2Scale | Obsolete. | |
GetUv2TriplanarBlendSharpness | Obsolete. | |
HasMeta | Returns true if a metadata entry is found with the given name. | |
HasMethod | Returns true if the object contains the given method. | |
HasSignal | Returns true if the given signal exists. | |
HasUserSignal | Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account. | |
InitRef | Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful. | |
IsBlockingSignals | Returns true if signal emission blocking is enabled. | |
IsClass | Returns true if the object inherits from the given class. | |
IsConnected | Returns true if a connection exists for a given signal, target, and method. | |
IsDepthDeepParallaxEnabled | Obsolete. | |
IsGrowEnabled | Obsolete. | |
IsLocalToScene | Obsolete. (Inherited from Resource.) | |
IsProximityFadeEnabled | Obsolete. | |
IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. | |
MemberwiseClone | (Inherited from Object.) | |
Notification | Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from. If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes. | |
PropertyListChangedNotify | Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. | |
Reference_ | Increments the internal reference counter. Use this only if you really know what you are doing. Returns true if the increment was successful, false otherwise. | |
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
Set | Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetAlbedo | Obsolete. | |
SetAlphaScissorThreshold | Obsolete. | |
SetAnisotropy | Obsolete. | |
SetAoLightAffect | Obsolete. | |
SetAoTextureChannel | Obsolete. | |
SetBillboardMode | Obsolete. | |
SetBlendMode | Obsolete. | |
SetBlockSignals | If set to true, signal emission is blocked. | |
SetClearcoat | Obsolete. | |
SetClearcoatGloss | Obsolete. | |
SetCullMode | Obsolete. | |
SetDeferred | Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetDepthDeepParallax | Obsolete. | |
SetDepthDeepParallaxFlipBinormal | Obsolete. | |
SetDepthDeepParallaxFlipTangent | Obsolete. | |
SetDepthDeepParallaxMaxLayers | Obsolete. | |
SetDepthDeepParallaxMinLayers | Obsolete. | |
SetDepthDrawMode | Obsolete. | |
SetDepthScale | Obsolete. | |
SetDetailBlendMode | Obsolete. | |
SetDetailUv | Obsolete. | |
SetDiffuseMode | Obsolete. | |
SetDistanceFade | Obsolete. | |
SetDistanceFadeMaxDistance | Obsolete. | |
SetDistanceFadeMinDistance | Obsolete. | |
SetEmission | Obsolete. | |
SetEmissionEnergy | Obsolete. | |
SetEmissionOperator | Obsolete. | |
SetFeature | Obsolete. If true, enables the specified SpatialMaterialFeature. Many features that are available in SpatialMaterials need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to true. | |
SetFlag | Obsolete. If true, enables the specified flag. Flags are optional behaviour that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to true. See SpatialMaterialFlags enumerator for options. | |
SetGrow | Obsolete. | |
SetGrowEnabled | Obsolete. | |
SetIndexed | Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example: set_indexed("position", Vector2(42, 0)) set_indexed("position:y", -10) print(position) # (42, -10) | |
SetLineWidth | Obsolete. | |
SetLocalToScene | Obsolete. (Inherited from Resource.) | |
SetMessageTranslation | Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default. | |
SetMeta | Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name". | |
SetMetallic | Obsolete. | |
SetMetallicTextureChannel | Obsolete. | |
SetName | Obsolete. (Inherited from Resource.) | |
SetNextPass | Obsolete. (Inherited from Material.) | |
SetNormalScale | Obsolete. | |
SetParticlesAnimHFrames | Obsolete. | |
SetParticlesAnimLoop | Obsolete. | |
SetParticlesAnimVFrames | Obsolete. | |
SetPath | Obsolete. (Inherited from Resource.) | |
SetPointSize | Obsolete. | |
SetProximityFade | Obsolete. | |
SetProximityFadeDistance | Obsolete. | |
SetRefraction | Obsolete. | |
SetRefractionTextureChannel | Obsolete. | |
SetRenderPriority | Obsolete. (Inherited from Material.) | |
SetRim | Obsolete. | |
SetRimTint | Obsolete. | |
SetRoughness | Obsolete. | |
SetRoughnessTextureChannel | Obsolete. | |
SetScript | Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called. | |
SetSpecular | Obsolete. | |
SetSpecularMode | Obsolete. | |
SetSubsurfaceScatteringStrength | Obsolete. | |
SetTexture | Obsolete. Sets the Texture to be used by the specified SpatialMaterialTextureParam. This function is called when setting members ending in *_texture. | |
SetTransmission | Obsolete. | |
SetupLocalToScene | This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport. | |
SetUv1Offset | Obsolete. | |
SetUv1Scale | Obsolete. | |
SetUv1TriplanarBlendSharpness | Obsolete. | |
SetUv2Offset | Obsolete. | |
SetUv2Scale | Obsolete. | |
SetUv2TriplanarBlendSharpness | Obsolete. | |
TakeOverPath | Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path. | |
ToSignal |
Returns a new SignalAwaiter awaiter configured to complete when the instance
source emits the signal specified by the signal parameter.
(Inherited from Object.) | |
ToString | (Inherited from Object.) | |
Tr | Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean). | |
Unreference | Decrements the internal reference counter. Use this only if you really know what you are doing. Returns true if the decrement was successful, false otherwise. |