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Environment Class

Resource for environment nodes (like WorldEnvironment) that define multiple environment operations (such as background Sky or Color, ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:

- Depth of Field Blur

- Glow

- Tonemap (Auto Exposure)

- Adjustments

These effects will only apply when the Viewport's intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with , or for specific Viewports via the Usage property.

Inheritance Hierarchy

Namespace:  Godot
Assembly:  GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax
C#
public class Environment : Resource

The Environment type exposes the following members.

Constructors
  NameDescription
Public methodEnvironment
Initializes a new instance of the Environment class
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Properties
  NameDescription
Public propertyAdjustmentBrightness

The global brightness value of the rendered scene. Effective only if adjustment_enabled is true.

Public propertyAdjustmentColorCorrection

Applies the provided Texture resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled is true.

Public propertyAdjustmentContrast

The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

Public propertyAdjustmentEnabled

If true, enables the adjustment_* properties provided by this resource. If false, modifications to the adjustment_* properties will have no effect on the rendered scene.

Public propertyAdjustmentSaturation

The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

Public propertyAmbientLightColor

The ambient light's Color.

Public propertyAmbientLightEnergy

The ambient light's energy. The higher the value, the stronger the light.

Public propertyAmbientLightSkyContribution

Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.

Public propertyAutoExposureEnabled

If true, enables the tonemapping auto exposure mode of the scene renderer. If true, the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.

Public propertyAutoExposureMaxLuma

The maximum luminance value for the auto exposure.

Public propertyAutoExposureMinLuma

The minimum luminance value for the auto exposure.

Public propertyAutoExposureScale

The scale of the auto exposure effect. Affects the intensity of auto exposure.

Public propertyAutoExposureSpeed

The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.

Public propertyBackgroundCameraFeedId

The ID of the camera feed to show in the background.

Public propertyBackgroundCanvasMaxLayer

The maximum layer ID to display. Only effective when using the background mode.

Public propertyBackgroundColor

The Color displayed for clear areas of the scene. Only effective when using the or background modes).

Public propertyBackgroundEnergy

The power of the light emitted by the background.

Public propertyBackgroundMode
Public propertyBackgroundSky

The Sky resource defined as background.

Public propertyBackgroundSkyCustomFov

The Sky resource's custom field of view.

Public propertyBackgroundSkyOrientation

The Sky resource's rotation expressed as a Basis.

Public propertyBackgroundSkyRotation

The Sky resource's rotation expressed as Euler angles in radians.

Public propertyBackgroundSkyRotationDegrees

The Sky resource's rotation expressed as Euler angles in degrees.

Public propertyDofBlurFarAmount

The amount of far blur for the depth-of-field effect.

Public propertyDofBlurFarDistance

The distance from the camera where the far blur effect affects the rendering.

Public propertyDofBlurFarEnabled

If true, enables the depth-of-field far blur effect.

Public propertyDofBlurFarQuality

The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.

Public propertyDofBlurFarTransition

The length of the transition between the no-blur area and far blur.

Public propertyDofBlurNearAmount

The amount of near blur for the depth-of-field effect.

Public propertyDofBlurNearDistance

Distance from the camera where the near blur effect affects the rendering.

Public propertyDofBlurNearEnabled

If true, enables the depth-of-field near blur effect.

Public propertyDofBlurNearQuality

The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.

Public propertyDofBlurNearTransition

The length of the transition between the near blur and no-blur area.

Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyFogColor

The fog's Color.

Public propertyFogDepthBegin

The fog's depth starting distance from the camera.

Public propertyFogDepthCurve

The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve.

Public propertyFogDepthEnabled

If true, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).

Public propertyFogDepthEnd

The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's Far value.

Public propertyFogEnabled

If true, fog effects are enabled. FogHeightEnabled and/or FogDepthEnabled must be set to true to actually display fog.

Public propertyFogHeightCurve

The height fog's intensity. A number of presets are available in the Inspector by right-clicking the curve.

Public propertyFogHeightEnabled

If true, the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate "deep water" effects with a lower performance cost compared to a dedicated shader.

Public propertyFogHeightMax

The Y coordinate where the height fog will be the most intense. If this value is greater than FogHeightMin, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.

Public propertyFogHeightMin

The Y coordinate where the height fog will be the least intense. If this value is greater than FogHeightMax, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.

Public propertyFogSunAmount

The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene.

Public propertyFogSunColor

The depth fog's Color when looking towards the sun.

Public propertyFogTransmitCurve

The intensity of the fog light transmittance effect. Amount of light that the fog transmits.

Public propertyFogTransmitEnabled

Enables fog's light transmission effect. If true, light will be more visible in the fog to simulate light scattering as in real life.

Public propertyGlowBicubicUpscale

Smooths out the blockiness created by sampling higher levels, at the cost of performance.

Note: When using the GLES2 renderer, this is only available if the GPU supports the GL_EXT_gpu_shader4 extension.

Public propertyGlowBlendMode

The glow blending mode.

Public propertyGlowBloom

The bloom's intensity. If set to a value higher than 0, this will make glow visible in areas darker than the GlowHdrThreshold.

Public propertyGlowEnabled

If true, the glow effect is enabled.

Public propertyGlowHdrLuminanceCap

The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.

Public propertyGlowHdrScale

The bleed scale of the HDR glow.

Public propertyGlowHdrThreshold

The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below 1.0 for glow to be visible. A value of 0.9 works well in this case.

Public propertyGlowIntensity

The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.

Public propertyGlowLevels__1

If true, the 1st level of glow is enabled. This is the most "local" level (least blurry).

Public propertyGlowLevels__2

If true, the 2th level of glow is enabled.

Public propertyGlowLevels__3

If true, the 3th level of glow is enabled.

Public propertyGlowLevels__4

If true, the 4th level of glow is enabled.

Public propertyGlowLevels__5

If true, the 5th level of glow is enabled.

Public propertyGlowLevels__6

If true, the 6th level of glow is enabled.

Public propertyGlowLevels__7

If true, the 7th level of glow is enabled. This is the most "global" level (blurriest).

Public propertyGlowStrength

The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.

Public propertyNativeInstance (Inherited from Object.)
Public propertyResourceLocalToScene

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.

(Inherited from Resource.)
Public propertyResourceName

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.

(Inherited from Resource.)
Public propertyResourcePath

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.

(Inherited from Resource.)
Public propertySsaoAoChannelAffect

The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than 0 will make the SSAO effect visible in areas darkened by AO textures.

Public propertySsaoBias

The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.

Public propertySsaoBlur

The screen-space ambient occlusion blur quality. See EnvironmentSSAOBlur for possible values.

Public propertySsaoColor

The screen-space ambient occlusion color.

Public propertySsaoEdgeSharpness

The screen-space ambient occlusion edge sharpness.

Public propertySsaoEnabled

If true, the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.

Public propertySsaoIntensity

The primary screen-space ambient occlusion intensity. See also SsaoRadius.

Public propertySsaoIntensity2

The secondary screen-space ambient occlusion intensity. See also SsaoRadius2.

Public propertySsaoLightAffect

The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than 0 will make the SSAO effect visible in direct light.

Public propertySsaoQuality

The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.

Public propertySsaoRadius

The primary screen-space ambient occlusion radius.

Public propertySsaoRadius2

The secondary screen-space ambient occlusion radius. If set to a value higher than 0, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance).

Public propertySsReflectionsDepthTolerance

The depth tolerance for screen-space reflections.

Public propertySsReflectionsEnabled

If true, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from GIProbes or ReflectionProbes, but are slower and can't reflect surfaces occluded by others.

Public propertySsReflectionsFadeIn

The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).

Public propertySsReflectionsFadeOut

The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection.

Public propertySsReflectionsMaxSteps

The maximum number of steps for screen-space reflections. Higher values are slower.

Public propertySsReflectionsRoughness

If true, screen-space reflections will take the material roughness into account.

Public propertyTonemapExposure

The default exposure used for tonemapping.

Public propertyTonemapMode

The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)

Public propertyTonemapWhite

The white reference value for tonemapping. Only effective if the TonemapMode isn't set to .

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Methods
  NameDescription
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_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_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_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_SetupLocalToScene

Virtual function which can be overridden to customize the behavior value of SetupLocalToScene.

(Inherited from Resource.)
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 methodCanTranslateMessages

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

(Inherited from Object.)
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 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.

(Inherited from Resource.)
Public methodEmitChanged

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.

(Inherited from Resource.)
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 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 methodGetAdjustmentBrightness Obsolete.
Public methodGetAdjustmentColorCorrection Obsolete.
Public methodGetAdjustmentContrast Obsolete.
Public methodGetAdjustmentSaturation Obsolete.
Public methodGetAmbientLightColor Obsolete.
Public methodGetAmbientLightEnergy Obsolete.
Public methodGetAmbientLightSkyContribution Obsolete.
Public methodGetBackground Obsolete.
Public methodGetBgColor Obsolete.
Public methodGetBgEnergy Obsolete.
Public methodGetCameraFeedId Obsolete.
Public methodGetCanvasMaxLayer Obsolete.
Public methodGetClass

Returns the object's class as a String.

(Inherited from Object.)
Public methodGetDofBlurFarAmount Obsolete.
Public methodGetDofBlurFarDistance Obsolete.
Public methodGetDofBlurFarQuality Obsolete.
Public methodGetDofBlurFarTransition Obsolete.
Public methodGetDofBlurNearAmount Obsolete.
Public methodGetDofBlurNearDistance Obsolete.
Public methodGetDofBlurNearQuality Obsolete.
Public methodGetDofBlurNearTransition Obsolete.
Public methodGetFogColor Obsolete.
Public methodGetFogDepthBegin Obsolete.
Public methodGetFogDepthCurve Obsolete.
Public methodGetFogDepthEnd Obsolete.
Public methodGetFogHeightCurve Obsolete.
Public methodGetFogHeightMax Obsolete.
Public methodGetFogHeightMin Obsolete.
Public methodGetFogSunAmount Obsolete.
Public methodGetFogSunColor Obsolete.
Public methodGetFogTransmitCurve Obsolete.
Public methodGetGlowBlendMode Obsolete.
Public methodGetGlowBloom Obsolete.
Public methodGetGlowHdrBleedScale Obsolete.
Public methodGetGlowHdrBleedThreshold Obsolete.
Public methodGetGlowHdrLuminanceCap Obsolete.
Public methodGetGlowIntensity Obsolete.
Public methodGetGlowStrength Obsolete.
Public methodGetHashCode (Inherited from Object.)
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 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 methodGetLocalScene

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.

(Inherited from Resource.)
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 methodGetName Obsolete. (Inherited from Resource.)
Public methodGetPath Obsolete. (Inherited from Resource.)
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 methodGetRid

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.

(Inherited from Resource.)
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 methodGetSky Obsolete.
Public methodGetSkyCustomFov Obsolete.
Public methodGetSkyOrientation Obsolete.
Public methodGetSkyRotation Obsolete.
Public methodGetSkyRotationDegrees Obsolete.
Public methodGetSsaoAoChannelAffect Obsolete.
Public methodGetSsaoBias Obsolete.
Public methodGetSsaoBlur Obsolete.
Public methodGetSsaoColor Obsolete.
Public methodGetSsaoDirectLightAffect Obsolete.
Public methodGetSsaoEdgeSharpness Obsolete.
Public methodGetSsaoIntensity Obsolete.
Public methodGetSsaoIntensity2 Obsolete.
Public methodGetSsaoQuality Obsolete.
Public methodGetSsaoRadius Obsolete.
Public methodGetSsaoRadius2 Obsolete.
Public methodGetSsrDepthTolerance Obsolete.
Public methodGetSsrFadeIn Obsolete.
Public methodGetSsrFadeOut Obsolete.
Public methodGetSsrMaxSteps Obsolete.
Public methodGetTonemapAutoExposure Obsolete.
Public methodGetTonemapAutoExposureGrey Obsolete.
Public methodGetTonemapAutoExposureMax Obsolete.
Public methodGetTonemapAutoExposureMin Obsolete.
Public methodGetTonemapAutoExposureSpeed Obsolete.
Public methodGetTonemapExposure Obsolete.
Public methodGetTonemapper Obsolete.
Public methodGetTonemapWhite Obsolete.
Public methodGetType (Inherited from Object.)
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 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 methodInitRef

Initializes the internal reference counter. Use this only if you really know what you are doing.

Returns whether the initialization was successful.

(Inherited from Reference.)
Public methodIsAdjustmentEnabled Obsolete.
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 methodIsDofBlurFarEnabled Obsolete.
Public methodIsDofBlurNearEnabled Obsolete.
Public methodIsFogDepthEnabled Obsolete.
Public methodIsFogEnabled Obsolete.
Public methodIsFogHeightEnabled Obsolete.
Public methodIsFogTransmitEnabled Obsolete.
Public methodIsGlowBicubicUpscaleEnabled Obsolete.
Public methodIsGlowEnabled Obsolete.
Public methodIsGlowLevelEnabled Obsolete.

Returns true if the glow level idx is specified, false otherwise.

Public methodIsLocalToScene Obsolete. (Inherited from Resource.)
Public methodIsQueuedForDeletion (Inherited from Object.)
Public methodIsSsaoEnabled Obsolete.
Public methodIsSsrEnabled Obsolete.
Public methodIsSsrRough Obsolete.
Protected methodMemberwiseClone (Inherited from Object.)
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 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 methodReference_

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.

(Inherited from Reference.)
Public methodRemoveMeta

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

(Inherited from Object.)
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 methodSetAdjustmentBrightness Obsolete.
Public methodSetAdjustmentColorCorrection Obsolete.
Public methodSetAdjustmentContrast Obsolete.
Public methodSetAdjustmentEnable Obsolete.
Public methodSetAdjustmentSaturation Obsolete.
Public methodSetAmbientLightColor Obsolete.
Public methodSetAmbientLightEnergy Obsolete.
Public methodSetAmbientLightSkyContribution Obsolete.
Public methodSetBackground Obsolete.
Public methodSetBgColor Obsolete.
Public methodSetBgEnergy Obsolete.
Public methodSetBlockSignals

If set to true, signal emission is blocked.

(Inherited from Object.)
Public methodSetCameraFeedId Obsolete.
Public methodSetCanvasMaxLayer Obsolete.
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 methodSetDofBlurFarAmount Obsolete.
Public methodSetDofBlurFarDistance Obsolete.
Public methodSetDofBlurFarEnabled Obsolete.
Public methodSetDofBlurFarQuality Obsolete.
Public methodSetDofBlurFarTransition Obsolete.
Public methodSetDofBlurNearAmount Obsolete.
Public methodSetDofBlurNearDistance Obsolete.
Public methodSetDofBlurNearEnabled Obsolete.
Public methodSetDofBlurNearQuality Obsolete.
Public methodSetDofBlurNearTransition Obsolete.
Public methodSetFogColor Obsolete.
Public methodSetFogDepthBegin Obsolete.
Public methodSetFogDepthCurve Obsolete.
Public methodSetFogDepthEnabled Obsolete.
Public methodSetFogDepthEnd Obsolete.
Public methodSetFogEnabled Obsolete.
Public methodSetFogHeightCurve Obsolete.
Public methodSetFogHeightEnabled Obsolete.
Public methodSetFogHeightMax Obsolete.
Public methodSetFogHeightMin Obsolete.
Public methodSetFogSunAmount Obsolete.
Public methodSetFogSunColor Obsolete.
Public methodSetFogTransmitCurve Obsolete.
Public methodSetFogTransmitEnabled Obsolete.
Public methodSetGlowBicubicUpscale Obsolete.
Public methodSetGlowBlendMode Obsolete.
Public methodSetGlowBloom Obsolete.
Public methodSetGlowEnabled Obsolete.
Public methodSetGlowHdrBleedScale Obsolete.
Public methodSetGlowHdrBleedThreshold Obsolete.
Public methodSetGlowHdrLuminanceCap Obsolete.
Public methodSetGlowIntensity Obsolete.
Public methodSetGlowLevel Obsolete.

Enables or disables the glow level at index idx. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.

Public methodSetGlowStrength Obsolete.
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 methodSetLocalToScene Obsolete. (Inherited from Resource.)
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 Resource.)
Public methodSetPath Obsolete. (Inherited from Resource.)
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 methodSetSky Obsolete.
Public methodSetSkyCustomFov Obsolete.
Public methodSetSkyOrientation Obsolete.
Public methodSetSkyRotation Obsolete.
Public methodSetSkyRotationDegrees Obsolete.
Public methodSetSsaoAoChannelAffect Obsolete.
Public methodSetSsaoBias Obsolete.
Public methodSetSsaoBlur Obsolete.
Public methodSetSsaoColor Obsolete.
Public methodSetSsaoDirectLightAffect Obsolete.
Public methodSetSsaoEdgeSharpness Obsolete.
Public methodSetSsaoEnabled Obsolete.
Public methodSetSsaoIntensity Obsolete.
Public methodSetSsaoIntensity2 Obsolete.
Public methodSetSsaoQuality Obsolete.
Public methodSetSsaoRadius Obsolete.
Public methodSetSsaoRadius2 Obsolete.
Public methodSetSsrDepthTolerance Obsolete.
Public methodSetSsrEnabled Obsolete.
Public methodSetSsrFadeIn Obsolete.
Public methodSetSsrFadeOut Obsolete.
Public methodSetSsrMaxSteps Obsolete.
Public methodSetSsrRough Obsolete.
Public methodSetTonemapAutoExposure Obsolete.
Public methodSetTonemapAutoExposureGrey Obsolete.
Public methodSetTonemapAutoExposureMax Obsolete.
Public methodSetTonemapAutoExposureMin Obsolete.
Public methodSetTonemapAutoExposureSpeed Obsolete.
Public methodSetTonemapExposure Obsolete.
Public methodSetTonemapper Obsolete.
Public methodSetTonemapWhite Obsolete.
Public methodSetupLocalToScene

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.

(Inherited from Resource.)
Public methodTakeOverPath

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.

(Inherited from Resource.)
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 methodUnreference

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.

(Inherited from Reference.)
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