Spatial Class |
Most basic 3D game object, with a 3D Transform and visibility settings. All other 3D game objects inherit from Spatial. Use Spatial as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system.
Note: Unless otherwise specified, all methods that have angle parameters must have angles specified as radians. To convert degrees to radians, use @GDScript.deg2rad.
Namespace: Godot
public class Spatial : Node
The Spatial type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | 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. | |
NativeInstance | (Inherited from Object.) | |
Owner | 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. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessPriority | 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. | |
Rotation | 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. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
Visible | 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). |
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). | |
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. | |
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. | |
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. | |
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). | |
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]) | |
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. | |
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") | |
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. | |
ForceUpdateTransform | Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations. | |
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). | |
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.) | |
GetFilename | Obsolete. (Inherited from Node.) | |
GetGizmo | Obsolete. | |
GetGlobalTransform | Obsolete. | |
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.) | |
GetParentSpatial | Returns the parent Spatial, or an empty Object if no parent exists or parent is not of type Spatial. | |
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. | |
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). | |
GetRotation | Obsolete. | |
GetRotationDegrees | Obsolete. | |
GetScale | Obsolete. | |
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. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetTransform | Obsolete. | |
GetTranslation | Obsolete. | |
GetTree | Returns the SceneTree that contains this node. | |
GetType | (Inherited from Object.) | |
GetViewport | Returns the node's Viewport. | |
GetWorld | Returns the current World resource this Spatial node is registered to. | |
GlobalRotate | Rotates the global (world) transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in global coordinate system. | |
GlobalScale | Scales the global (world) transformation by the given Vector3 scale factors. | |
GlobalTranslate | Moves the global (world) transformation by Vector3 offset. The offset is in global coordinate system. | |
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. | |
Hide | Disables rendering of this node. Changes Visible to false. | |
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. | |
IsLocalTransformNotificationEnabled | Returns whether node notifies about its local transformation changes. Spatial will not propagate this by default. | |
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. | |
IsScaleDisabled | Returns whether this node uses a scale of (1, 1, 1) or its local transformation scale. | |
IsSetAsToplevel | Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations. | |
IsTransformNotificationEnabled | Returns whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default. | |
IsVisible | Obsolete. | |
IsVisibleInTree | ||
LookAt | Rotates itself so that the local -Z axis points towards the target position. The transform will first be rotated around the given up vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the target and up vectors. Operations take place in global space. | |
LookAtFromPosition | Moves the node to the specified position, and then rotates itself to point toward the target as per LookAt(Vector3, Vector3). Operations take place in global space. | |
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. | |
Orthonormalize | Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's Transform. | |
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. | |
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. | |
RemoveChild | Removes a child node. The node is NOT deleted and must be deleted manually. | |
RemoveFromGroup | Removes a node from a group. See notes in the description, and the group methods in SceneTree. | |
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
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). | |
Rotate | Rotates the local transformation around axis, a unit Vector3, by specified angle in radians. | |
RotateObjectLocal | Rotates the local transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in object-local coordinate system. | |
RotateX | Rotates the local transformation around the X axis by angle in radians. | |
RotateY | Rotates the local transformation around the Y axis by angle in radians. | |
RotateZ | Rotates the local transformation around the Z axis by angle in radians. | |
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)). | |
ScaleObjectLocal | Scales the local transformation by given 3D scale factors in object-local coordinate system. | |
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). | |
SetAsToplevel | Makes the node ignore its parents transformations. Node transformations are only in global space. | |
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). | |
SetDisableScale | Sets whether the node uses a scale of (1, 1, 1) or its local transformation scale. Changes to the local transformation scale are preserved. | |
SetDisplayFolded | Sets the folded state of the node in the Scene dock. | |
SetFilename | Obsolete. (Inherited from Node.) | |
SetGizmo | Obsolete. | |
SetGlobalTransform | Obsolete. | |
SetIdentity | Reset all transformations for this node (sets its Transform to the identity matrix). | |
SetIgnoreTransformNotification | Sets whether the node ignores notification that its transformation (global or local) changed. | |
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) | |
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. | |
SetNotifyLocalTransform | Sets whether the node notifies about its local transformation changes. Spatial will not propagate this by default. | |
SetNotifyTransform | Sets whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default, unless it is in the editor context and it has a valid gizmo. | |
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. | |
SetRotation | Obsolete. | |
SetRotationDegrees | Obsolete. | |
SetScale | Obsolete. | |
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. | |
SetTransform | Obsolete. | |
SetTranslation | Obsolete. | |
SetVisible | Obsolete. | |
Show | Enables rendering of this node. Changes Visible to true. | |
ToGlobal | Transforms local_point from this node's local space to world space. | |
ToLocal | Transforms global_point from world space to this node's local space. | |
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). | |
Translate | Changes the node's position by the given offset Vector3. Note that the translation offset is affected by the node's scale, so if scaled by e.g. (10, 1, 1), a translation by an offset of (2, 0, 0) would actually add 20 (2 * 10) to the X coordinate. | |
TranslateObjectLocal | Changes the node's position by the given offset Vector3 in local space. | |
UpdateConfigurationWarning | Updates the warning displayed for this node in the Scene Dock. Use _GetConfigurationWarning to setup the warning message to display. | |
UpdateGizmo | Updates the SpatialGizmo of this node. |
Name | Description | |
---|---|---|
NotificationEnterWorld | Spatial nodes receives this notification when they are registered to new World resource. | |
NotificationExitWorld | Spatial nodes receives this notification when they are unregistered from current World resource. | |
NotificationTransformChanged | Spatial nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform. In order for to work, users first need to ask for it, with SetNotifyTransform(Boolean). The notification is also sent if the node is in the editor context and it has a valid gizmo. | |
NotificationVisibilityChanged | Spatial nodes receives this notification when their visibility changes. |