EditorPlugin Methods |
The EditorPlugin type exposes the following members.
Name | Description | |
---|---|---|
_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). | |
_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. | |
_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. | |
_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. | |
_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). | |
_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). | |
_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. | |
_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). | |
_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). | |
_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. | |
_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. | |
_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). | |
_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). | |
AddAutoloadSingleton | Adds a script at path to the Autoload list as name. | |
AddChild | 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. | |
AddChildBelowNode | 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. | |
AddControlToBottomPanel | Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with RemoveControlFromBottomPanel(Control) and free it with QueueFree. | |
AddControlToContainer | Adds a custom control to a container (see EditorPluginCustomControlContainer). There are many locations where custom controls can be added in the editor UI. Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it). When your plugin is deactivated, make sure to remove your custom control with RemoveControlFromContainer(EditorPluginCustomControlContainer, Control) and free it with QueueFree. | |
AddControlToDock | Adds the control to a specific dock slot (see EditorPluginDockSlot for options). If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions. When your plugin is deactivated, make sure to remove your custom control with RemoveControlFromDocks(Control) and free it with QueueFree. | |
AddCustomType | Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed. When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object. You can use the virtual method Handles(Object) to check if your custom object is being edited by checking the script or using the is keyword. During run-time, this will be a simple object with a script so this function does not need to be called then. | |
AddExportPlugin | Registers a new export plugin. Export plugins are used when the project is being exported. See EditorExportPlugin for more information. | |
AddImportPlugin | ||
AddInspectorPlugin | ||
AddSceneImportPlugin | ||
AddSpatialGizmoPlugin | ||
AddToGroup | 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. | |
AddToolMenuItem | Adds a custom menu item to Project > Tools as name that calls callback on an instance of handler with a parameter ud when user activates it. | |
AddToolSubmenuItem | Adds a custom submenu under Project > Tools > name. submenu should be an object of class PopupMenu. This submenu should be cleaned up using remove_tool_menu_item(name). | |
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. | |
ApplyChanges | This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency. This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object. | |
Build | This method is called when the editor is about to run the project. The plugin can then perform required operations before the project runs. This method must return a boolean. If this method returns false, the project will not run. The run is aborted immediately, so this also prevents all other plugins' Build methods from running. | |
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) ]) | |
CanProcess | 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. | |
CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). | |
Clear | Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene. | |
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]) | |
DisablePlugin | Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window. | |
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 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. | |
Edit | This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object. | |
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") | |
EnablePlugin | Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window. | |
Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
FindNode | 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. | |
FindParent | 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. | |
ForwardCanvasDrawOverViewport | Called by the engine when the 2D editor's viewport is updated. Use the overlayControl for drawing. You can update the viewport manually by calling UpdateOverlays. func forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white) func forward_canvas_gui_input(event): if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() return true return false | |
ForwardCanvasForceDrawOverViewport | This method is the same as ForwardCanvasDrawOverViewport(Control), except it draws on top of everything. Useful when you need an extra layer that shows over anything else. You need to enable calling of this method by using SetForceDrawOverForwardingEnabled. | |
ForwardCanvasGuiInput | Called when there is a root node in the current edited scene, Handles(Object) is implemented and an InputEvent happens in the 2D viewport. Intercepts the InputEvent, if return trueEditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example: # Prevents the InputEvent to reach other Editor classes func forward_canvas_gui_input(event): var forward = true return forward Must return false in order to forward the InputEvent to other Editor classes. Example: # Consumes InputEventMouseMotion and forwards other InputEvent types func forward_canvas_gui_input(event): var forward = false if event is InputEventMouseMotion: forward = true return forward | |
ForwardSpatialDrawOverViewport | Called by the engine when the 3D editor's viewport is updated. Use the overlayControl for drawing. You can update the viewport manually by calling UpdateOverlays. func forward_spatial_draw_over_viewport(overlay): # Draw a circle at cursor position. overlay.draw_circle(overlay.get_local_mouse_position(), 64) func forward_spatial_gui_input(camera, event): if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() return true return false | |
ForwardSpatialForceDrawOverViewport | This method is the same as ForwardSpatialDrawOverViewport(Control), except it draws on top of everything. Useful when you need an extra layer that shows over anything else. You need to enable calling of this method by using SetForceDrawOverForwardingEnabled. | |
ForwardSpatialGuiInput | Called when there is a root node in the current edited scene, Handles(Object) is implemented and an InputEvent happens in the 3D viewport. Intercepts the InputEvent, if return trueEditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example: # Prevents the InputEvent to reach other Editor classes func forward_spatial_gui_input(camera, event): var forward = true return forward Must return false in order to forward the InputEvent to other Editor classes. Example: # Consumes InputEventMouseMotion and forwards other InputEvent types func forward_spatial_gui_input(camera, event): var forward = false if event is InputEventMouseMotion: forward = true return forward | |
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). | |
GetBreakpoints | This is for editors that edit script-based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25. | |
GetChildT(Int32) | (Inherited from Node.) | |
GetChildCount | Returns the number of child nodes. | |
GetChildOrNullT | (Inherited from Node.) | |
GetChildren | Returns an array of references to node's children. | |
GetClass | Returns the object's class as a String. | |
GetCustomMultiplayer | Obsolete. (Inherited from Node.) | |
GetEditorInterface | Returns the EditorInterface object that gives you control over Godot editor's window and its functionalities. | |
GetFilename | Obsolete. (Inherited from Node.) | |
GetGroups | Returns an array listing the groups that the node is a member of. | |
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. | |
GetIndex | Returns the node's index, i.e. its position among the siblings of its parent. | |
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. | |
GetMeta | Returns the object's metadata entry for the given name. | |
GetMetaList | Returns the object's metadata as a String. | |
GetMethodList | Returns the object's methods and their signatures as an Array. | |
GetMultiplayer | Obsolete. (Inherited from Node.) | |
GetName | Obsolete. (Inherited from Node.) | |
GetNetworkMaster | Returns the peer ID of the network master for this node. See SetNetworkMaster(Int32, Boolean). | |
GetNodeT(NodePath) | (Inherited from Node.) | |
GetNodeAndResource | 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] | |
GetNodeOrNullT(NodePath) | (Inherited from Node.) | |
GetOwnerT | (Inherited from Node.) | |
GetOwnerOrNullT | (Inherited from Node.) | |
GetParentT | (Inherited from Node.) | |
GetParentOrNullT | (Inherited from Node.) | |
GetPath | Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see IsInsideTree). | |
GetPathTo | Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail. | |
GetPauseMode | Obsolete. (Inherited from Node.) | |
GetPhysicsProcessDeltaTime | 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. | |
GetPluginIcon | Override this method in your plugin to return a Texture in order to give it an icon. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size. func get_plugin_icon(): # You can use a custom icon: return preload("res://addons/my_plugin/my_plugin_icon.svg") # Or use a built-in icon: return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons") | |
GetPluginName | Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. | |
GetPositionInParent | Returns the node's order in the scene tree branch. For example, if called on the first child node the position is 0. | |
GetProcessDeltaTime | Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame. | |
GetProcessPriority | Obsolete. (Inherited from Node.) | |
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). | |
GetSceneInstanceLoadPlaceholder | Returns true if this is an instance load placeholder. See InstancePlaceholder. | |
GetScript | Returns the object's Script instance, or null if none is assigned. | |
GetScriptCreateDialog | Gets the Editor's dialogue used for making scripts. Note: Users can configure it before use. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetState | Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). | |
GetTree | Returns the SceneTree that contains this node. | |
GetType | (Inherited from Object.) | |
GetUndoRedo | Gets the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it. | |
GetViewport | Returns the node's Viewport. | |
GetWindowLayout | Gets the GUI layout of the plugin. This is used to save the project's editor layout when QueueSaveLayout is called or the editor layout was changed(For example changing the position of a dock). | |
Handles | Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions Edit(Object) and MakeVisible(Boolean) called when the editor requests them. If you have declared the methods ForwardCanvasGuiInput(InputEvent) and ForwardSpatialGuiInput(Camera, InputEvent) these will be called too. | |
HasMainScreen | Returns true if this is a main screen editor plugin (it goes in the workspace selector together with 2D, 3D, Script and AssetLib). | |
HasMeta | Returns true if a metadata entry is found with the given name. | |
HasMethod | Returns true if the object contains the given method. | |
HasNode | Returns true if the node that the NodePath points to exists. | |
HasNodeAndResource | 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. | |
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. | |
HideBottomPanel | ||
IsAParentOf | Returns true if the given node is a direct or indirect child of the current node. | |
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. | |
IsDisplayedFolded | Returns true if the node is folded (collapsed) in the Scene dock. | |
IsGreaterThan | Returns true if the given node occurs later in the scene hierarchy than the current node. | |
IsInGroup | Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree. | |
IsInsideTree | Returns true if this node is currently inside a SceneTree. | |
IsNetworkMaster | Returns true if the local system is the master of this node. | |
IsPhysicsProcessing | Returns true if physics processing is enabled (see SetPhysicsProcess(Boolean)). | |
IsPhysicsProcessingInternal | Returns true if internal physics processing is enabled (see SetPhysicsProcessInternal(Boolean)). | |
IsProcessing | Returns true if processing is enabled (see SetProcess(Boolean)). | |
IsProcessingInput | Returns true if the node is processing input (see SetProcessInput(Boolean)). | |
IsProcessingInternal | Returns true if internal processing is enabled (see SetProcessInternal(Boolean)). | |
IsProcessingUnhandledInput | Returns true if the node is processing unhandled input (see SetProcessUnhandledInput(Boolean)). | |
IsProcessingUnhandledKeyInput | Returns true if the node is processing unhandled key input (see SetProcessUnhandledKeyInput(Boolean)). | |
IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. | |
MakeBottomPanelItemVisible | ||
MakeVisible | This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type. Remember that you have to manage the visibility of all your editor controls manually. | |
MemberwiseClone | (Inherited from Object.) | |
MoveChild | 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. | |
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. | |
PrintStrayNodes | Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds. | |
PrintTree | 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 | |
PrintTreePretty | 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 | |
PropagateCall | 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. | |
PropagateNotification | Notifies the current node and all its children recursively by calling Notification(Int32, Boolean) on all of them. | |
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. | |
QueueFree | 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. | |
QueueSaveLayout | Queue save the project's editor layout. | |
Raise | 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. | |
RemoveAndSkip | 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. | |
RemoveAutoloadSingleton | Removes an Autoload name from the list. | |
RemoveChild | Removes a child node. The node is NOT deleted and must be deleted manually. | |
RemoveControlFromBottomPanel | Removes the control from the bottom panel. You have to manually QueueFree the control. | |
RemoveControlFromContainer | Removes the control from the specified container. You have to manually QueueFree the control. | |
RemoveControlFromDocks | Removes the control from the dock. You have to manually QueueFree the control. | |
RemoveCustomType | Removes a custom type added by AddCustomType(String, String, Script, Texture). | |
RemoveExportPlugin | ||
RemoveFromGroup | Removes a node from a group. See notes in the description, and the group methods in SceneTree. | |
RemoveImportPlugin | ||
RemoveInspectorPlugin | ||
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
RemoveSceneImportPlugin | ||
RemoveSpatialGizmoPlugin | ||
RemoveToolMenuItem | Removes a menu name from Project > Tools. | |
ReplaceBy | Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost. | |
RequestReady | 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). | |
Rpc | 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. | |
RpcConfig | 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. | |
RpcId | Sends a Rpc(String, Object) to a specific peer identified by peer_id (see SetTargetPeer(Int32)). Returns an empty Variant. | |
RpcUnreliable | Sends a Rpc(String, Object) using an unreliable protocol. Returns an empty Variant. | |
RpcUnreliableId | Sends a Rpc(String, Object) to a specific peer identified by peer_id using an unreliable protocol (see SetTargetPeer(Int32)). Returns an empty Variant. | |
Rset | 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. | |
RsetConfig | 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. | |
RsetId | Remotely changes the property's value on a specific peer identified by peer_id (see SetTargetPeer(Int32)). | |
RsetUnreliable | Remotely changes the property's value on other peers (and locally) using an unreliable protocol. | |
RsetUnreliableId | Remotely changes property's value on a specific peer identified by peer_id using an unreliable protocol (see SetTargetPeer(Int32)). | |
SaveExternalData | This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources. | |
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). | |
SetBlockSignals | If set to true, signal emission is blocked. | |
SetCustomMultiplayer | Obsolete. (Inherited from Node.) | |
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). | |
SetDisplayFolded | Sets the folded state of the node in the Scene dock. | |
SetFilename | Obsolete. (Inherited from Node.) | |
SetForceDrawOverForwardingEnabled | Enables calling of ForwardCanvasForceDrawOverViewport(Control) for the 2D editor and ForwardSpatialForceDrawOverViewport(Control) for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin. | |
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) | |
SetInputEventForwardingAlwaysEnabled | Use this method if you always want to receive inputs from 3D view screen inside ForwardSpatialGuiInput(Camera, InputEvent). It might be especially usable if your plugin will want to use raycast in the scene. | |
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". | |
SetName | Obsolete. (Inherited from Node.) | |
SetNetworkMaster | 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. | |
SetOwner | Obsolete. (Inherited from Node.) | |
SetPauseMode | Obsolete. (Inherited from Node.) | |
SetPhysicsProcess | 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. | |
SetPhysicsProcessInternal | 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. | |
SetProcess | 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. | |
SetProcessInput | 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. | |
SetProcessInternal | 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. | |
SetProcessPriority | Obsolete. (Inherited from Node.) | |
SetProcessUnhandledInput | 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. | |
SetProcessUnhandledKeyInput | Enables unhandled key input processing. Enabled automatically if _UnhandledKeyInput(InputEventKey) is overridden. Any calls to this before _Ready will be ignored. | |
SetSceneInstanceLoadPlaceholder | Sets whether this is an instance load placeholder. See InstancePlaceholder. | |
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. | |
SetState | Restore the state saved by GetState. | |
SetWindowLayout | Restore the plugin GUI layout saved by GetWindowLayout(ConfigFile). | |
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). | |
UpdateConfigurationWarning | Updates the warning displayed for this node in the Scene Dock. Use _GetConfigurationWarning to setup the warning message to display. | |
UpdateOverlays | Updates the overlays of the 2D and 3D editor viewport. Causes methods ForwardCanvasDrawOverViewport(Control), ForwardCanvasForceDrawOverViewport(Control), ForwardSpatialDrawOverViewport(Control) and ForwardSpatialForceDrawOverViewport(Control) to be called. |