Viewport Properties |
The Viewport type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
Arvr | If true, the viewport will be used in AR/VR process. | |
AudioListenerEnable2d | If true, the viewport will process 2D audio streams. | |
AudioListenerEnable3d | If true, the viewport will process 3D audio streams. | |
CanvasTransform | The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItems. This is relative to the global canvas transform of the viewport. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
Debanding | If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. Note: Only available on the GLES3 backend. Hdr must also be true for debanding to be effective. | |
DebugDraw | The overlay mode for test rendered geometry in debug purposes. | |
Disable3d | If true, the viewport will disable 3D rendering. For actual disabling use usage. | |
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. | |
Fxaa | Enables fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. | |
GlobalCanvasTransform | The global canvas transform of the viewport. The canvas transform is relative to this. | |
GuiDisableInput | If true, the viewport will not receive input events. | |
GuiSnapControlsToPixels | If true, the GUI controls on the viewport will lay pixel perfectly. | |
HandleInputLocally | ||
Hdr | If true, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it does not store the full range of a floating point number. Note: Requires Usage to be set to or , since HDR is not supported for 2D. | |
Keep3dLinear | If true, the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. | |
Msaa | The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems. | |
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. | |
OwnWorld | If true, the viewport will use World defined in world property. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
PhysicsObjectPicking | If true, the objects rendered by viewport become subjects of mouse picking process. | |
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. | |
RenderDirectToScreen | If true, renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from SCREEN_TEXTURE becomes unavailable. For more information see ViewportSetRenderDirectToScreen(RID, Boolean). | |
RenderTargetClearMode | The clear mode when viewport used as a render target. Note: This property is intended for 2D usage. | |
RenderTargetUpdateMode | The update mode when viewport used as a render target. | |
RenderTargetVFlip | If true, the result of rendering will be flipped vertically. | |
ShadowAtlasQuad0 | The subdivision amount of the first quadrant on the shadow atlas. | |
ShadowAtlasQuad1 | The subdivision amount of the second quadrant on the shadow atlas. | |
ShadowAtlasQuad2 | The subdivision amount of the third quadrant on the shadow atlas. | |
ShadowAtlasQuad3 | The subdivision amount of the fourth quadrant on the shadow atlas. | |
ShadowAtlasSize | The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2. Note: If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually. | |
Size | The width and height of viewport. | |
SizeOverrideStretch | If true, the size override affects stretch as well. | |
TransparentBg | If true, the viewport should render its background as transparent. | |
Usage | The rendering mode of viewport. | |
World | The custom World which can be used as 3D environment source. | |
World2d | The custom World2D which can be used as 2D environment source. |