Click or drag to resize

Area Properties

The Area type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAngularDamp

The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.

See for more details about damping.

Public propertyAudioBusName

The name of the area's audio bus.

Public propertyAudioBusOverride

If true, the area's audio bus overrides the default audio bus.

Public propertyCollisionLayer

The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also CollisionMask. See Collision layers and masks in the documentation for more information.

Public propertyCollisionMask

The physics layers this area scans to determine collision detection. See Collision layers and masks in the documentation for more information.

Public propertyCustomMultiplayer

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

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

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

(Inherited from Node.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyGravity

The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.

Public propertyGravityDistanceScale

The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.

Public propertyGravityPoint

If true, gravity is calculated from a point (set via GravityVec). See also SpaceOverride.

Public propertyGravityVec

The area's gravity vector (not normalized). If gravity is a point (see GravityPoint), this will be the point of attraction.

Public propertyInputCaptureOnDrag

If true, the CollisionObject will continue to receive input events as the mouse is dragged across its shapes.

(Inherited from CollisionObject.)
Public propertyInputRayPickable

If true, the CollisionObject's shapes will respond to RayCasts.

(Inherited from CollisionObject.)
Public propertyLinearDamp

The rate at which objects stop moving in this area. Represents the linear velocity lost per second.

See for more details about damping.

Public propertyMonitorable

If true, other monitoring areas can detect this area.

Public propertyMonitoring

If true, the area detects bodies or areas entering and exiting it.

Public propertyMultiplayer

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

(Inherited from Node.)
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.

(Inherited from Node.)
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.

(Inherited from Node.)
Public propertyPauseMode

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

(Inherited from Node.)
Public propertyPriority

The area's priority. Higher priority areas are processed first.

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.

(Inherited from Node.)
Public propertyReverbBusAmount

The degree to which this area applies reverb to its associated audio. Ranges from 0 to 1 with 0.1 precision.

Public propertyReverbBusEnable

If true, the area applies reverb to its associated audio.

Public propertyReverbBusName

The reverb bus name to use for this area's associated audio.

Public propertyReverbBusUniformity

The degree to which this area's reverb is a uniform effect. Ranges from 0 to 1 with 0.1 precision.

Public propertyRotation

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertySpaceOverride

Override mode for gravity and damping calculations within this area. See AreaSpaceOverrideEnum for possible values.

Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyVisible

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true).

(Inherited from Spatial.)
Top
See Also