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ARVRCamera Methods

The ARVRCamera type exposes the following members.

Methods
  NameDescription
Public method_EnterTree

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

Corresponds to the notification in _Notification(Int32).

(Inherited from Node.)
Public method_ExitTree

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

Corresponds to the notification in _Notification(Int32) and signal tree_exiting. To get notified when the node has already left the active tree, connect to the tree_exited.

(Inherited from Node.)
Public method_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.

(Inherited from Object.)
Public method_GetConfigurationWarning

The string returned from this method is displayed as a warning in the Scene Dock if the script that overrides it is a tool script.

Returning an empty string produces no warning.

Call UpdateConfigurationWarning when the warning needs to be updated for this node.

(Inherited from Node.)
Public method_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).

(Inherited from Object.)
Public method_Input

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 SetProcessInput(Boolean).

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

For gameplay input, _UnhandledInput(InputEvent) and _UnhandledKeyInput(InputEventKey) 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 orphan).

(Inherited from Node.)
Public method_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.

(Inherited from Object.)
Public method_PhysicsProcess

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 variable should be constant. 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 SetPhysicsProcess(Boolean).

Corresponds to the notification in _Notification(Int32).

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

(Inherited from Node.)
Public method_Process

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 SetProcess(Boolean).

Corresponds to the notification in _Notification(Int32).

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

(Inherited from Node.)
Public method_Ready

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 in _Notification(Int32). See also the onready keyword for variables.

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

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

(Inherited from Node.)
Public 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.

(Inherited from Object.)
Public method_UnhandledInput

Called when an InputEvent hasn't been consumed by _Input(InputEvent) or any GUI. The input event propagates up through the node tree until a node consumes it.

It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcessUnhandledInput(Boolean).

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

For gameplay input, this and _UnhandledKeyInput(InputEventKey) are usually a better fit than _Input(InputEvent) 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 orphan).

(Inherited from Node.)
Public method_UnhandledKeyInput

Called when an InputEventKey hasn't been consumed by _Input(InputEvent) or any GUI. The input event propagates up through the node tree until a node consumes it.

It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcessUnhandledKeyInput(Boolean).

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

For gameplay input, this and _UnhandledInput(InputEvent) are usually a better fit than _Input(InputEvent) 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 orphan).

(Inherited from Node.)
Public methodAddChild

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 legible_unique_name is true, the child node will have a human-readable name based on the name of the node being instanced instead of its type.

Note: If the child node already has a parent, the function will fail. Use RemoveChild(Node) first to remove the node from its current parent. For example:

if child_node.get_parent():
    child_node.get_parent().remove_child(child_node)
add_child(child_node)

Note: If you want a child to be persisted to a PackedScene, you must set Owner in addition to calling AddChild(Node, Boolean). This is typically relevant for tool scripts and editor plugins. If AddChild(Node, Boolean) 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.

(Inherited from Node.)
Public methodAddChildBelowNode

Adds child_node as a child. The child is placed below the given node in the list of children.

If legible_unique_name is true, the child node will have a human-readable name based on the name of the node being instanced instead of its type.

(Inherited from Node.)
Public methodAddToGroup

Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see IsInsideTree). See notes in the description, and the group methods in SceneTree.

The persistent option is used when packing node to PackedScene and saving to file. Non-persistent groups aren't stored.

(Inherited from Node.)
Public methodAddUserSignal

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.

(Inherited from Object.)
Public methodCall

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).

(Inherited from Object.)
Public methodCallDeferred

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).

(Inherited from Object.)
Public methodCallv

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) ])

(Inherited from Object.)
Public methodCanProcess

Returns true if the node can process while the scene tree is paused (see PauseMode). Always returns true if the scene tree is not paused, and false if the node is not in the tree.

(Inherited from Node.)
Public methodCanTranslateMessages

Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String).

(Inherited from Object.)
Public methodClearCurrent

If this is the current camera, remove it from being current. If enable_next is true, request to make the next camera current, if any.

(Inherited from Camera.)
Public methodConnect

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])

(Inherited from Object.)
Public methodDisconnect

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.

(Inherited from Object.)
Public methodDispose (Inherited from Object.)
Protected methodDispose(Boolean) (Inherited from Object.)
Public methodDuplicate

Duplicates the node, returning a new node.

You can fine-tune the behavior using the flags (see NodeDuplicateFlags).

Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to method). In that case, the node will be duplicated without a script.

(Inherited from Node.)
Public methodEmitSignal

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")

(Inherited from Object.)
Public methodEquals (Inherited from Object.)
Protected methodFinalize (Inherited from Object.)
Public methodFindNode

Finds a descendant of this node whose name matches mask as in String.match (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except ".").

Note: It does not match against the full path, just against individual node names.

If owned is true, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.

Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using GetNode(NodePath) instead. To avoid using FindNode(String, Boolean, Boolean) too often, consider caching the node reference into a variable.

(Inherited from Node.)
Public methodFindParent

Finds the first parent of the current node whose name matches mask as in String.match (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except ".").

Note: It does not match against the full path, just against individual node names.

Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using GetNode(NodePath) instead. To avoid using FindParent(String) too often, consider caching the node reference into a variable.

(Inherited from Node.)
Public methodForceUpdateTransform

Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.

(Inherited from Spatial.)
Public methodFree

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.

(Inherited from Object.)
Public methodGet

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).

(Inherited from Object.)
Public methodGetCameraRid

Returns the camera's RID from the VisualServer.

(Inherited from Camera.)
Public methodGetCameraTransform

Gets the camera transform. Subclassed cameras such as InterpolatedCamera may provide different transforms than the Node transform.

(Inherited from Camera.)
Public methodGetChildT(Int32) (Inherited from Node.)
Public methodGetChildCount

Returns the number of child nodes.

(Inherited from Node.)
Public methodGetChildOrNullT (Inherited from Node.)
Public methodGetChildren

Returns an array of references to node's children.

(Inherited from Node.)
Public methodGetClass

Returns the object's class as a String.

(Inherited from Object.)
Public methodGetCullMask Obsolete. (Inherited from Camera.)
Public methodGetCullMaskBit

Returns true if the given layer in the CullMask is enabled, false otherwise.

(Inherited from Camera.)
Public methodGetCustomMultiplayer Obsolete. (Inherited from Node.)
Public methodGetDopplerTracking Obsolete. (Inherited from Camera.)
Public methodGetEnvironment Obsolete. (Inherited from Camera.)
Public methodGetFilename Obsolete. (Inherited from Node.)
Public methodGetFov Obsolete. (Inherited from Camera.)
Public methodGetFrustum

Returns the camera's frustum planes in world-space units as an array of Planes in the following order: near, far, left, top, right, bottom. Not to be confused with FrustumOffset.

(Inherited from Camera.)
Public methodGetFrustumOffset Obsolete. (Inherited from Camera.)
Public methodGetGizmo Obsolete. (Inherited from Spatial.)
Public methodGetGlobalTransform Obsolete. (Inherited from Spatial.)
Public methodGetGroups

Returns an array listing the groups that the node is a member of.

(Inherited from Node.)
Public methodGetHashCode (Inherited from Object.)
Public methodGetHOffset Obsolete. (Inherited from Camera.)
Public methodGetIncomingConnections

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.

(Inherited from Object.)
Public methodGetIndex

Returns the node's index, i.e. its position among the siblings of its parent.

(Inherited from Node.)
Public methodGetIndexed

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".

(Inherited from Object.)
Public methodGetInstanceId

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.

(Inherited from Object.)
Public methodGetKeepAspectMode Obsolete. (Inherited from Camera.)
Public methodGetMeta

Returns the object's metadata entry for the given name.

(Inherited from Object.)
Public methodGetMetaList

Returns the object's metadata as a String.

(Inherited from Object.)
Public methodGetMethodList

Returns the object's methods and their signatures as an Array.

(Inherited from Object.)
Public methodGetMultiplayer Obsolete. (Inherited from Node.)
Public methodGetName Obsolete. (Inherited from Node.)
Public methodGetNetworkMaster

Returns the peer ID of the network master for this node. See SetNetworkMaster(Int32, Boolean).

(Inherited from Node.)
Public methodGetNodeT(NodePath) (Inherited from Node.)
Public methodGetNodeAndResource

Fetches a node and one of its resources as specified by the NodePath's subname (e.g. Area2D/CollisionShape2D:shape). If several nested resources are specified in the NodePath, the last one will be fetched.

The return value is an array of size 3: the first index points to the Node (or null if not found), the second index points to the Resource (or null if not found), and the third index is the remaining NodePath, if any.

For example, assuming that Area2D/CollisionShape2D is a valid node and that its shape property has been assigned a RectangleShape2D resource, one could have this kind of output:

print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]

(Inherited from Node.)
Public methodGetNodeOrNullT(NodePath) (Inherited from Node.)
Public methodGetOwnerT (Inherited from Node.)
Public methodGetOwnerOrNullT (Inherited from Node.)
Public methodGetParentT (Inherited from Node.)
Public methodGetParentOrNullT (Inherited from Node.)
Public methodGetParentSpatial

Returns the parent Spatial, or an empty Object if no parent exists or parent is not of type Spatial.

(Inherited from Spatial.)
Public methodGetPath

Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see IsInsideTree).

(Inherited from Node.)
Public methodGetPathTo

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.

(Inherited from Node.)
Public methodGetPauseMode Obsolete. (Inherited from Node.)
Public methodGetPhysicsProcessDeltaTime

Returns the time elapsed (in seconds) since the last physics-bound frame (see _PhysicsProcess(Single)). This is always a constant value in physics processing unless the frames per second is changed via IterationsPerSecond.

(Inherited from Node.)
Public methodGetPositionInParent

Returns the node's order in the scene tree branch. For example, if called on the first child node the position is 0.

(Inherited from Node.)
Public methodGetProcessDeltaTime

Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.

(Inherited from Node.)
Public methodGetProcessPriority Obsolete. (Inherited from Node.)
Public methodGetProjection Obsolete. (Inherited from Camera.)
Public methodGetPropertyList

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).

(Inherited from Object.)
Public methodGetRotation Obsolete. (Inherited from Spatial.)
Public methodGetRotationDegrees Obsolete. (Inherited from Spatial.)
Public methodGetScale Obsolete. (Inherited from Spatial.)
Public methodGetSceneInstanceLoadPlaceholder

Returns true if this is an instance load placeholder. See InstancePlaceholder.

(Inherited from Node.)
Public methodGetScript

Returns the object's Script instance, or null if none is assigned.

(Inherited from Object.)
Public methodGetSignalConnectionList

Returns an Array of connections for the given signal.

(Inherited from Object.)
Public methodGetSignalList

Returns the list of signals as an Array of dictionaries.

(Inherited from Object.)
Public methodGetSize Obsolete. (Inherited from Camera.)
Public methodGetTransform Obsolete. (Inherited from Spatial.)
Public methodGetTranslation Obsolete. (Inherited from Spatial.)
Public methodGetTree

Returns the SceneTree that contains this node.

(Inherited from Node.)
Public methodGetType (Inherited from Object.)
Public methodGetViewport

Returns the node's Viewport.

(Inherited from Node.)
Public methodGetVOffset Obsolete. (Inherited from Camera.)
Public methodGetWorld

Returns the current World resource this Spatial node is registered to.

(Inherited from Spatial.)
Public methodGetZfar Obsolete. (Inherited from Camera.)
Public methodGetZnear Obsolete. (Inherited from Camera.)
Public methodGlobalRotate

Rotates the global (world) transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in global coordinate system.

(Inherited from Spatial.)
Public methodGlobalScale

Scales the global (world) transformation by the given Vector3 scale factors.

(Inherited from Spatial.)
Public methodGlobalTranslate

Moves the global (world) transformation by Vector3 offset. The offset is in global coordinate system.

(Inherited from Spatial.)
Public methodHasMeta

Returns true if a metadata entry is found with the given name.

(Inherited from Object.)
Public methodHasMethod

Returns true if the object contains the given method.

(Inherited from Object.)
Public methodHasNode

Returns true if the node that the NodePath points to exists.

(Inherited from Node.)
Public methodHasNodeAndResource

Returns true if the NodePath points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape. Properties with a non-Resource type (e.g. nodes or primitive math types) are not considered resources.

(Inherited from Node.)
Public methodHasSignal

Returns true if the given signal exists.

(Inherited from Object.)
Public methodHasUserSignal

Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account.

(Inherited from Object.)
Public methodHide

Disables rendering of this node. Changes Visible to false.

(Inherited from Spatial.)
Public methodIsAParentOf

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

(Inherited from Node.)
Public methodIsBlockingSignals

Returns true if signal emission blocking is enabled.

(Inherited from Object.)
Public methodIsClass

Returns true if the object inherits from the given class.

(Inherited from Object.)
Public methodIsConnected

Returns true if a connection exists for a given signal, target, and method.

(Inherited from Object.)
Public methodIsCurrent Obsolete. (Inherited from Camera.)
Public methodIsDisplayedFolded

Returns true if the node is folded (collapsed) in the Scene dock.

(Inherited from Node.)
Public methodIsGreaterThan

Returns true if the given node occurs later in the scene hierarchy than the current node.

(Inherited from Node.)
Public methodIsInGroup

Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.

(Inherited from Node.)
Public methodIsInsideTree

Returns true if this node is currently inside a SceneTree.

(Inherited from Node.)
Public methodIsLocalTransformNotificationEnabled

Returns whether node notifies about its local transformation changes. Spatial will not propagate this by default.

(Inherited from Spatial.)
Public methodIsNetworkMaster

Returns true if the local system is the master of this node.

(Inherited from Node.)
Public methodIsPhysicsProcessing

Returns true if physics processing is enabled (see SetPhysicsProcess(Boolean)).

(Inherited from Node.)
Public methodIsPhysicsProcessingInternal

Returns true if internal physics processing is enabled (see SetPhysicsProcessInternal(Boolean)).

(Inherited from Node.)
Public methodIsPositionBehind

Returns true if the given position is behind the camera.

Note: A position which returns false may still be outside the camera's field of view.

(Inherited from Camera.)
Public methodIsProcessing

Returns true if processing is enabled (see SetProcess(Boolean)).

(Inherited from Node.)
Public methodIsProcessingInput

Returns true if the node is processing input (see SetProcessInput(Boolean)).

(Inherited from Node.)
Public methodIsProcessingInternal

Returns true if internal processing is enabled (see SetProcessInternal(Boolean)).

(Inherited from Node.)
Public methodIsProcessingUnhandledInput

Returns true if the node is processing unhandled input (see SetProcessUnhandledInput(Boolean)).

(Inherited from Node.)
Public methodIsProcessingUnhandledKeyInput

Returns true if the node is processing unhandled key input (see SetProcessUnhandledKeyInput(Boolean)).

(Inherited from Node.)
Public methodIsQueuedForDeletion (Inherited from Object.)
Public methodIsScaleDisabled

Returns whether this node uses a scale of (1, 1, 1) or its local transformation scale.

(Inherited from Spatial.)
Public methodIsSetAsToplevel

Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations.

(Inherited from Spatial.)
Public methodIsTransformNotificationEnabled

Returns whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default.

(Inherited from Spatial.)
Public methodIsVisible Obsolete. (Inherited from Spatial.)
Public methodIsVisibleInTree

Returns true if the node is present in the SceneTree, its Visible property is true and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.

(Inherited from Spatial.)
Public methodLookAt

Rotates itself so that the local -Z axis points towards the target position.

The transform will first be rotated around the given up vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the target and up vectors.

Operations take place in global space.

(Inherited from Spatial.)
Public methodLookAtFromPosition

Moves the node to the specified position, and then rotates itself to point toward the target as per LookAt(Vector3, Vector3). Operations take place in global space.

(Inherited from Spatial.)
Public methodMakeCurrent

Makes this camera the current camera for the Viewport (see class description). If the camera node is outside the scene tree, it will attempt to become current once it's added.

(Inherited from Camera.)
Protected methodMemberwiseClone (Inherited from Object.)
Public methodMoveChild

Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.

(Inherited from Node.)
Public methodNotification

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.

(Inherited from Object.)
Public methodOrthonormalize

Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's Transform.

(Inherited from Spatial.)
Public methodPrintStrayNodes

Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.

(Inherited from Node.)
Public methodPrintTree

Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the GetNode(NodePath) function.

Example output:

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

(Inherited from Node.)
Public methodPrintTreePretty

Similar to PrintTree, this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees.

Example output:

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

(Inherited from Node.)
Public methodProjectLocalRayNormal

Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.

(Inherited from Camera.)
Public methodProjectPosition

Returns the 3D point in worldspace that maps to the given 2D coordinate in the Viewport rectangle on a plane that is the given z_depth distance into the scene away from the camera.

(Inherited from Camera.)
Public methodProjectRayNormal

Returns a normal vector in worldspace, that is the result of projecting a point on the Viewport rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.

(Inherited from Camera.)
Public methodProjectRayOrigin

Returns a 3D position in worldspace, that is the result of projecting a point on the Viewport rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.

(Inherited from Camera.)
Public methodPropagateCall

Calls the given method (if present) with the arguments given in args on this node and recursively on all its children. If the parent_first argument is true, the method will be called on the current node first, then on all its children. If parent_first is false, the children will be called first.

(Inherited from Node.)
Public methodPropagateNotification

Notifies the current node and all its children recursively by calling Notification(Int32, Boolean) on all of them.

(Inherited from Node.)
Public methodPropertyListChangedNotify

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.

(Inherited from Object.)
Public methodQueueFree

Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to Free. Use IsQueuedForDeletion to check whether a node will be deleted at the end of the frame.

Important: If you have a variable pointing to a node, it will not be assigned to null once the node 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.

(Inherited from Node.)
Public methodRaise

Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using raise, a Control will be drawn on top of its siblings.

(Inherited from Node.)
Public methodRemoveAndSkip

Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.

(Inherited from Node.)
Public methodRemoveChild

Removes a child node. The node is NOT deleted and must be deleted manually.

(Inherited from Node.)
Public methodRemoveFromGroup

Removes a node from a group. See notes in the description, and the group methods in SceneTree.

(Inherited from Node.)
Public methodRemoveMeta

Removes a given entry from the object's metadata. See also SetMeta(String, Object).

(Inherited from Object.)
Public methodReplaceBy

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.

(Inherited from Node.)
Public methodRequestReady

Requests that _ready be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see _Ready). _ready is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready too (in which case, _ready will be called in the same order as it would normally).

(Inherited from Node.)
Public methodRotate

Rotates the local transformation around axis, a unit Vector3, by specified angle in radians.

(Inherited from Spatial.)
Public methodRotateObjectLocal

Rotates the local transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in object-local coordinate system.

(Inherited from Spatial.)
Public methodRotateX

Rotates the local transformation around the X axis by angle in radians.

(Inherited from Spatial.)
Public methodRotateY

Rotates the local transformation around the Y axis by angle in radians.

(Inherited from Spatial.)
Public methodRotateZ

Rotates the local transformation around the Z axis by angle in radians.

(Inherited from Spatial.)
Public methodRpc

Sends a remote procedure call request for the given method to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see RpcConfig(String, MultiplayerAPIRPCMode). Methods are not exposed to RPCs by default. See also Rset(String, Object) and RsetConfig(String, MultiplayerAPIRPCMode) for properties. Returns an empty Variant.

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

(Inherited from Node.)
Public methodRpcConfig

Changes the RPC mode for the given method to the given mode. See MultiplayerAPIRPCMode. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, methods are not exposed to networking (and RPCs). See also Rset(String, Object) and RsetConfig(String, MultiplayerAPIRPCMode) for properties.

(Inherited from Node.)
Public methodRpcId (Inherited from Node.)
Public methodRpcUnreliable (Inherited from Node.)
Public methodRpcUnreliableId (Inherited from Node.)
Public methodRset

Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see RsetConfig(String, MultiplayerAPIRPCMode). See also Rpc(String, Object) for RPCs for methods, most information applies to this method as well.

(Inherited from Node.)
Public methodRsetConfig

Changes the RPC mode for the given property to the given mode. See MultiplayerAPIRPCMode. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, properties are not exposed to networking (and RPCs). See also Rpc(String, Object) and RpcConfig(String, MultiplayerAPIRPCMode) for methods.

(Inherited from Node.)
Public methodRsetId

Remotely changes the property's value on a specific peer identified by peer_id (see SetTargetPeer(Int32)).

(Inherited from Node.)
Public methodRsetUnreliable

Remotely changes the property's value on other peers (and locally) using an unreliable protocol.

(Inherited from Node.)
Public methodRsetUnreliableId

Remotely changes property's value on a specific peer identified by peer_id using an unreliable protocol (see SetTargetPeer(Int32)).

(Inherited from Node.)
Public methodScaleObjectLocal

Scales the local transformation by given 3D scale factors in object-local coordinate system.

(Inherited from Spatial.)
Public methodSet

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).

(Inherited from Object.)
Public methodSetAsToplevel

Makes the node ignore its parents transformations. Node transformations are only in global space.

(Inherited from Spatial.)
Public methodSetBlockSignals

If set to true, signal emission is blocked.

(Inherited from Object.)
Public methodSetCullMask Obsolete. (Inherited from Camera.)
Public methodSetCullMaskBit

Enables or disables the given layer in the CullMask.

(Inherited from Camera.)
Public methodSetCurrent Obsolete. (Inherited from Camera.)
Public methodSetCustomMultiplayer Obsolete. (Inherited from Node.)
Public methodSetDeferred

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).

(Inherited from Object.)
Public methodSetDisableScale

Sets whether the node uses a scale of (1, 1, 1) or its local transformation scale. Changes to the local transformation scale are preserved.

(Inherited from Spatial.)
Public methodSetDisplayFolded

Sets the folded state of the node in the Scene dock.

(Inherited from Node.)
Public methodSetDopplerTracking Obsolete. (Inherited from Camera.)
Public methodSetEnvironment Obsolete. (Inherited from Camera.)
Public methodSetFilename Obsolete. (Inherited from Node.)
Public methodSetFov Obsolete. (Inherited from Camera.)
Public methodSetFrustum

Sets the camera projection to frustum mode (see ), by specifying a size, an offset, and the z_near and z_far clip planes in world-space units.

(Inherited from Camera.)
Public methodSetFrustumOffset Obsolete. (Inherited from Camera.)
Public methodSetGizmo Obsolete. (Inherited from Spatial.)
Public methodSetGlobalTransform Obsolete. (Inherited from Spatial.)
Public methodSetHOffset Obsolete. (Inherited from Camera.)
Public methodSetIdentity

Reset all transformations for this node (sets its Transform to the identity matrix).

(Inherited from Spatial.)
Public methodSetIgnoreTransformNotification

Sets whether the node ignores notification that its transformation (global or local) changed.

(Inherited from Spatial.)
Public methodSetIndexed

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)

(Inherited from Object.)
Public methodSetKeepAspectMode Obsolete. (Inherited from Camera.)
Public methodSetMessageTranslation

Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default.

(Inherited from Object.)
Public methodSetMeta

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".

(Inherited from Object.)
Public methodSetName Obsolete. (Inherited from Node.)
Public methodSetNetworkMaster

Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and puppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive, the given peer is recursively set as the master for all children of this node.

(Inherited from Node.)
Public methodSetNotifyLocalTransform

Sets whether the node notifies about its local transformation changes. Spatial will not propagate this by default.

(Inherited from Spatial.)
Public methodSetNotifyTransform

Sets whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default, unless it is in the editor context and it has a valid gizmo.

(Inherited from Spatial.)
Public methodSetOrthogonal

Sets the camera projection to orthogonal mode (see ), by specifying a size, and the z_near and z_far clip planes in world-space units. (As a hint, 2D games often use this projection, with values specified in pixels.)

(Inherited from Camera.)
Public methodSetOwner Obsolete. (Inherited from Node.)
Public methodSetPauseMode Obsolete. (Inherited from Node.)
Public methodSetPerspective

Sets the camera projection to perspective mode (see ), by specifying a fov (field of view) angle in degrees, and the z_near and z_far clip planes in world-space units.

(Inherited from Camera.)
Public methodSetPhysicsProcess

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a at a fixed (usually 60 FPS, see IterationsPerSecond to change) interval (and the _PhysicsProcess(Single) callback will be called if exists). Enabled automatically if _PhysicsProcess(Single) is overridden. Any calls to this before _Ready will be ignored.

(Inherited from Node.)
Public methodSetPhysicsProcessInternal

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal _PhysicsProcess(Single) 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 (SetPhysicsProcess(Boolean)). Only useful for advanced uses to manipulate built-in nodes' behavior.

Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.

(Inherited from Node.)
Public methodSetProcess

Enables or disables processing. When a node is being processed, it will receive a on every drawn frame (and the _Process(Single) callback will be called if exists). Enabled automatically if _Process(Single) is overridden. Any calls to this before _Ready will be ignored.

(Inherited from Node.)
Public methodSetProcessInput

Enables or disables input processing. This is not required for GUI controls! Enabled automatically if _Input(InputEvent) is overridden. Any calls to this before _Ready will be ignored.

(Inherited from Node.)
Public methodSetProcessInternal

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal _Process(Single) calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (SetProcess(Boolean)). Only useful for advanced uses to manipulate built-in nodes' behavior.

Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.

(Inherited from Node.)
Public methodSetProcessPriority Obsolete. (Inherited from Node.)
Public methodSetProcessUnhandledInput

Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if _UnhandledInput(InputEvent) is overridden. Any calls to this before _Ready will be ignored.

(Inherited from Node.)
Public methodSetProcessUnhandledKeyInput

Enables unhandled key input processing. Enabled automatically if _UnhandledKeyInput(InputEventKey) is overridden. Any calls to this before _Ready will be ignored.

(Inherited from Node.)
Public methodSetProjection Obsolete. (Inherited from Camera.)
Public methodSetRotation Obsolete. (Inherited from Spatial.)
Public methodSetRotationDegrees Obsolete. (Inherited from Spatial.)
Public methodSetScale Obsolete. (Inherited from Spatial.)
Public methodSetSceneInstanceLoadPlaceholder

Sets whether this is an instance load placeholder. See InstancePlaceholder.

(Inherited from Node.)
Public methodSetScript

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.

(Inherited from Object.)
Public methodSetSize Obsolete. (Inherited from Camera.)
Public methodSetTransform Obsolete. (Inherited from Spatial.)
Public methodSetTranslation Obsolete. (Inherited from Spatial.)
Public methodSetVisible Obsolete. (Inherited from Spatial.)
Public methodSetVOffset Obsolete. (Inherited from Camera.)
Public methodSetZfar Obsolete. (Inherited from Camera.)
Public methodSetZnear Obsolete. (Inherited from Camera.)
Public methodShow

Enables rendering of this node. Changes Visible to true.

(Inherited from Spatial.)
Public methodToGlobal

Transforms local_point from this node's local space to world space.

(Inherited from Spatial.)
Public methodToLocal

Transforms global_point from world space to this node's local space.

(Inherited from Spatial.)
Public methodCode exampleToSignal
Returns a new SignalAwaiter awaiter configured to complete when the instance source emits the signal specified by the signal parameter.
(Inherited from Object.)
Public methodToString (Inherited from Object.)
Public methodTr

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).

(Inherited from Object.)
Public methodTranslate

Changes the node's position by the given offset Vector3.

Note that the translation offset is affected by the node's scale, so if scaled by e.g. (10, 1, 1), a translation by an offset of (2, 0, 0) would actually add 20 (2 * 10) to the X coordinate.

(Inherited from Spatial.)
Public methodTranslateObjectLocal

Changes the node's position by the given offset Vector3 in local space.

(Inherited from Spatial.)
Public methodUnprojectPosition

Returns the 2D coordinate in the Viewport rectangle that maps to the given 3D point in worldspace.

Note: When using this to position GUI elements over a 3D viewport, use IsPositionBehind(Vector3) to prevent them from appearing if the 3D point is behind the camera:

# This code block is part of a script that inherits from Spatial.
# `control` is a reference to a node inheriting from Control.
control.visible = not get_viewport().get_camera().is_position_behind(global_transform.origin)
control.rect_position = get_viewport().get_camera().unproject_position(global_transform.origin)

(Inherited from Camera.)
Public methodUpdateConfigurationWarning

Updates the warning displayed for this node in the Scene Dock.

Use _GetConfigurationWarning to setup the warning message to display.

(Inherited from Node.)
Public methodUpdateGizmo

Updates the SpatialGizmo of this node.

(Inherited from Spatial.)
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See Also