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Object Class

Every class which is not a built-in type inherits from this class.

You can construct Objects from scripting languages, using Object.new() in GDScript, new Object in C#, or the "Construct Object" node in VisualScript.

Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the Free method from your script or delete the instance from C++.

Some classes that extend Object add memory management. This is the case of Reference, which counts references and deletes itself automatically when no longer referenced. Node, another fundamental type, deletes all its children when freed from memory.

Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in _GetPropertyList and handled in _Get(String) and _Set(String, Object). However, scripting languages and C++ have simpler means to export them.

Property membership can be tested directly in GDScript using in:

var n = Node2D.new()
print("position" in n) # Prints "True".
print("other_property" in n) # Prints "False".

The in operator will evaluate to true as long as the key exists, even if the value is null.

Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See _Notification(Int32).

Note: Unlike references to a Reference, references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use Reference for data classes instead of Object.

Note: Due to a bug, you can't create a "plain" Object using Object.new(). Instead, use ClassDB.instance("Object"). This bug only applies to Object itself, not any of its descendents like Reference.

Inheritance Hierarchy
SystemObject
  GodotObject
    More...

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

The Object type exposes the following members.

Constructors
  NameDescription
Public methodObject
Initializes a new instance of the Object class
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Properties
  NameDescription
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
Public propertyNativeInstance
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Methods
  NameDescription
Public method_Get

Virtual method which can be overridden to customize the return value of Get(String).

Returns the given property. Returns null if the property does not exist.

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).

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.

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.

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.

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).

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).

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) ])

Public methodCanTranslateMessages

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

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])

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.

Public methodDispose
Releases all resources used by the Object
Protected methodDispose(Boolean)
Releases the unmanaged resources used by the Object and optionally releases the managed resources
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")

Public methodEquals (Inherited from Object.)
Protected methodFinalize (Overrides ObjectFinalize.)
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.

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).

Public methodGetClass

Returns the object's class as a String.

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.

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".

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.

Public methodGetMeta

Returns the object's metadata entry for the given name.

Public methodGetMetaList

Returns the object's metadata as a String.

Public methodGetMethodList

Returns the object's methods and their signatures as an Array.

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).

Public methodGetScript

Returns the object's Script instance, or null if none is assigned.

Public methodGetSignalConnectionList

Returns an Array of connections for the given signal.

Public methodGetSignalList

Returns the list of signals as an Array of dictionaries.

Public methodGetType (Inherited from Object.)
Public methodHasMeta

Returns true if a metadata entry is found with the given name.

Public methodHasMethod

Returns true if the object contains the given method.

Public methodHasSignal

Returns true if the given signal exists.

Public methodHasUserSignal

Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account.

Public methodIsBlockingSignals

Returns true if signal emission blocking is enabled.

Public methodIsClass

Returns true if the object inherits from the given class.

Public methodIsConnected

Returns true if a connection exists for a given signal, target, and method.

Public methodStatic memberIsInstanceValid
Public methodIsQueuedForDeletion
Protected methodMemberwiseClone (Inherited from Object.)
Public methodNotification

Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from.

If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

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.

Public methodRemoveMeta

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

Public methodSet

Assigns a new value to the given property. If the property does not exist, nothing will happen.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

Public methodSetBlockSignals

If set to true, signal emission is blocked.

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).

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)

Public methodSetMessageTranslation

Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default.

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".

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.

Public methodCode exampleToSignal
Returns a new SignalAwaiter awaiter configured to complete when the instance source emits the signal specified by the signal parameter.
Public methodToString (Overrides ObjectToString.)
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).

Public methodStatic memberWeakRef
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Fields
  NameDescription
Public fieldStatic memberNotificationPostinitialize

Called right when the object is initialized. Not available in script.

Public fieldStatic memberNotificationPredelete

Called before the object is about to be deleted.

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See Also
Inheritance Hierarchy
SystemObject
  GodotObject
    GodotARVRPositionalTracker
    GodotEditorFileSystemDirectory
    GodotEditorNavigationMeshGenerator
    GodotEditorSelection
    GodotEditorVCSInterface
    GodotJNISingleton
    GodotJSONRPC
    GodotMainLoop
    GodotNode
    GodotPhysics2DDirectBodyState
    GodotPhysics2DDirectSpaceState
    GodotPhysicsDirectBodyState
    GodotPhysicsDirectSpaceState
    GodotReference
    GodotTreeItem
    GodotUndoRedo