Click or drag to resize

Node Class

Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.

A tree of nodes is called a scene. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.

Scene tree: The SceneTree contains the active tree of nodes. When a node is added to the scene tree, it receives the notification and its _EnterTree callback is triggered. Child nodes are always added after their parent node, i.e. the _EnterTree callback of a parent node will be triggered before its child's.

Once all nodes have been added in the scene tree, they receive the notification and their respective _Ready callbacks are triggered. For groups of nodes, the _Ready callback is called in reverse order, starting with the children and moving up to the parent nodes.

This means that when adding a node to the scene tree, the following order will be used for the callbacks: _EnterTree of the parent, _EnterTree of the children, _Ready of the children and finally _Ready of the parent (recursively for the entire scene tree).

Processing: Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback _Process(Single), toggled with SetProcess(Boolean)) happens as fast as possible and is dependent on the frame rate, so the processing time delta (in seconds) is passed as an argument. Physics processing (callback _PhysicsProcess(Single), toggled with SetPhysicsProcess(Boolean)) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.

Nodes can also process input events. When present, the _Input(InputEvent) function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the _UnhandledInput(InputEvent) function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI Control nodes), ensuring that the node only receives the events that were meant for it.

To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the Owner property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.

Finally, when a node is freed with Free or QueueFree, it will also free all its children.

Groups: Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See AddToGroup(String, Boolean), IsInGroup(String) and RemoveFromGroup(String). You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on SceneTree.

Networking with nodes: After connecting to a server (or making one, see NetworkedMultiplayerENet), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling Rpc(String, Object) with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its NodePath (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.

Inheritance Hierarchy

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

The Node type exposes the following members.

Constructors
  NameDescription
Public methodNode
Initializes a new instance of the Node class
Top
Properties
  NameDescription
Public property_ImportPath
Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

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

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

Public propertyNativeInstance (Inherited from Object.)
Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

Top
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).

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.

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.

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).

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).

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).

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.

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).

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).

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.

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.

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.

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.

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 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.

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.

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.

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 methodGetChild(Int32)

Returns a child node by its index (see GetChildCount). This method is often used for iterating all children of a node.

To access a child node via its name, use GetNode(NodePath).

Public methodGetChildT(Int32)
Public methodGetChildCount

Returns the number of child nodes.

Public methodGetChildOrNullT
Public methodGetChildren

Returns an array of references to node's children.

Public methodGetClass

Returns the object's class as a String.

(Inherited from Object.)
Public methodGetCustomMultiplayer Obsolete.
Public methodGetFilename Obsolete.
Public methodGetGroups

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

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 methodGetIndex

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

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 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.
Public methodGetName Obsolete.
Public methodGetNetworkMaster

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

Public methodGetNode(NodePath)

Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error.

Note: Fetching absolute paths only works when the node is inside the scene tree (see IsInsideTree).

Example: Assume your current node is Character and the following tree:

/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin

Possible paths are:

get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")

Public methodGetNodeT(NodePath)
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]

Public methodGetNodeOrNull(NodePath)

Similar to GetNode(NodePath), but does not log an error if path does not point to a valid Node.

Public methodGetNodeOrNullT(NodePath)
Public methodGetOwner Obsolete.
Public methodGetOwnerT
Public methodGetOwnerOrNullT
Public methodGetParent

Returns the parent node of the current node, or a null instance if the node lacks a parent.

Public methodGetParentT
Public methodGetParentOrNullT
Public methodGetPath

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

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.

Public methodGetPauseMode Obsolete.
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.

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.

Public methodGetProcessDeltaTime

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

Public methodGetProcessPriority Obsolete.
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 methodGetSceneInstanceLoadPlaceholder

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

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 methodGetTree

Returns the SceneTree that contains this node.

Public methodGetType (Inherited from Object.)
Public methodGetViewport

Returns the node's Viewport.

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.

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.

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 methodIsAParentOf

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

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

Public methodIsGreaterThan

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

Public methodIsInGroup

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

Public methodIsInsideTree

Returns true if this node is currently inside a SceneTree.

Public methodIsNetworkMaster

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

Public methodIsPhysicsProcessing

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

Public methodIsPhysicsProcessingInternal

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

Public methodIsProcessing

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

Public methodIsProcessingInput

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

Public methodIsProcessingInternal

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

Public methodIsProcessingUnhandledInput

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

Public methodIsProcessingUnhandledKeyInput

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

Public methodIsQueuedForDeletion (Inherited from Object.)
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.

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 methodPrintStrayNodes

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

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

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

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.

Public methodPropagateNotification

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

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.

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.

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.

Public methodRemoveChild

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

Public methodRemoveFromGroup

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

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.

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).

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.

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.

Public methodRpcId
Public methodRpcUnreliable
Public methodRpcUnreliableId
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.

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.

Public methodRsetId

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

Public methodRsetUnreliable

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

Public methodRsetUnreliableId

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

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 methodSetBlockSignals

If set to true, signal emission is blocked.

(Inherited from Object.)
Public methodSetCustomMultiplayer 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 methodSetDisplayFolded

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

Public methodSetFilename 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 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.
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.

Public methodSetOwner Obsolete.
Public methodSetPauseMode Obsolete.
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.

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.

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.

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.

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.

Public methodSetProcessPriority Obsolete.
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.

Public methodSetProcessUnhandledKeyInput

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

Public methodSetSceneInstanceLoadPlaceholder

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

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 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 methodUpdateConfigurationWarning

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

Use _GetConfigurationWarning to setup the warning message to display.

Top
Fields
  NameDescription
Public fieldStatic memberNotificationAppPaused

Notification received from the OS when the app is paused.

Specific to the Android platform.

Public fieldStatic memberNotificationAppResumed

Notification received from the OS when the app is resumed.

Specific to the Android platform.

Public fieldStatic memberNotificationCrash

Notification received from Godot's crash handler when the engine is about to crash.

Implemented on desktop platforms if the crash handler is enabled.

Public fieldStatic memberNotificationDragBegin

Notification received when a drag begins.

Public fieldStatic memberNotificationDragEnd

Notification received when a drag ends.

Public fieldStatic memberNotificationEnterTree

Notification received when the node enters a SceneTree.

Public fieldStatic memberNotificationExitTree

Notification received when the node is about to exit a SceneTree.

Public fieldStatic memberNotificationInstanced

Notification received when the node is instanced.

Public fieldStatic memberNotificationInternalPhysicsProcess

Notification received every frame when the internal physics process flag is set (see SetPhysicsProcessInternal(Boolean)).

Public fieldStatic memberNotificationInternalProcess

Notification received every frame when the internal process flag is set (see SetProcessInternal(Boolean)).

Public fieldStatic memberNotificationMovedInParent

Notification received when the node is moved in the parent.

Public fieldStatic memberNotificationOsImeUpdate

Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).

Specific to the macOS platform.

Public fieldStatic memberNotificationOsMemoryWarning

Notification received from the OS when the application is exceeding its allocated memory.

Specific to the iOS platform.

Public fieldStatic memberNotificationParented

Notification received when a node is set as a child of another node.

Note: This doesn't mean that a node entered the SceneTree.

Public fieldStatic memberNotificationPathChanged

Notification received when the node's NodePath changed.

Public fieldStatic memberNotificationPaused

Notification received when the node is paused.

Public fieldStatic memberNotificationPhysicsProcess

Notification received every frame when the physics process flag is set (see SetPhysicsProcess(Boolean)).

Public fieldStatic memberNotificationPostEnterTree

Notification received when the node is ready, just before is received. Unlike the latter, it's sent every time the node enters tree, instead of only once.

Public fieldStatic memberNotificationProcess

Notification received every frame when the process flag is set (see SetProcess(Boolean)).

Public fieldStatic memberNotificationReady
Public fieldStatic memberNotificationTranslationChanged

Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like Tr(String).

Public fieldStatic memberNotificationUnparented

Notification received when a node is unparented (parent removed it from the list of children).

Public fieldStatic memberNotificationUnpaused

Notification received when the node is unpaused.

Public fieldStatic memberNotificationWmAbout

Notification received from the OS when a request for "About" information is sent.

Specific to the macOS platform.

Public fieldStatic memberNotificationWmFocusIn

Notification received from the OS when the game window is focused.

Implemented on all platforms.

Public fieldStatic memberNotificationWmFocusOut

Notification received from the OS when the game window is unfocused.

Implemented on all platforms.

Public fieldStatic memberNotificationWmGoBackRequest

Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).

Specific to the Android platform.

Public fieldStatic memberNotificationWmMouseEnter

Notification received from the OS when the mouse enters the game window.

Implemented on desktop and web platforms.

Public fieldStatic memberNotificationWmMouseExit

Notification received from the OS when the mouse leaves the game window.

Implemented on desktop and web platforms.

Public fieldStatic memberNotificationWmQuitRequest

Notification received from the OS when a quit request is sent (e.g. closing the window with a "Close" button or Alt+F4).

Implemented on desktop platforms.

Public fieldStatic memberNotificationWmUnfocusRequest

Notification received from the OS when an unfocus request is sent (e.g. another OS window wants to take the focus).

No supported platforms currently send this notification.

Top
See Also
Inheritance Hierarchy
SystemObject
  GodotObject
    GodotNode
      GodotAnimationPlayer
      GodotAnimationTree
      GodotAnimationTreePlayer
      GodotAudioStreamPlayer
      GodotCanvasItem
      GodotCanvasLayer
      GodotEditorFileSystem
      GodotEditorInterface
      GodotEditorPlugin
      GodotEditorResourcePreview
      GodotHTTPRequest
      GodotInstancePlaceholder
      GodotResourcePreloader
      GodotSkeletonIK
      GodotSpatial
      GodotTimer
      GodotTween
      GodotViewport
      GodotWorldEnvironment