SceneTree Properties |
The SceneTree type exposes the following members.
Name | Description | |
---|---|---|
CurrentScene | The current scene. | |
DebugCollisionsHint | If true, collision shapes will be visible when running the game from the editor for debugging purposes. | |
DebugNavigationHint | If true, navigation polygons will be visible when running the game from the editor for debugging purposes. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditedSceneRoot | The root of the edited scene. | |
Multiplayer | The default MultiplayerAPI instance for this SceneTree. | |
MultiplayerPoll | If true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during idle_frame. If false, you need to manually call Poll to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the MultiplayerAPI from threads. | |
NativeInstance | (Inherited from Object.) | |
NetworkPeer | The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with IsNetworkServer) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals. | |
Paused | If true, the SceneTree is paused. Doing so will have the following behavior: - 2D and 3D physics will be stopped. - _Process(Single), _PhysicsProcess(Single) and _Input(InputEvent) will not be called anymore in nodes. | |
RefuseNewNetworkConnections | If true, the SceneTree's NetworkPeer refuses new incoming connections. | |
Root | ||
UseFontOversampling | If true, font oversampling is used. |