Node

Inherits:Object

Inherited By:AnimationPlayer,AnimationTree,AnimationTreePlayer,AudioStreamPlayer,CanvasItem,CanvasLayer,EditorFileSystem,EditorInterface,EditorPlugin,EditorResourcePreview,HTTPRequest,InstancePlaceholder,ResourcePreloader,SkeletonIK,Spatial,Timer,Tween,Viewport,WorldEnvironment

Base class for allscene objects.

Description

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 ascene. 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: TheSceneTree contains the active tree of nodes. When a node is added to the scene tree, it receives theNOTIFICATION_ENTER_TREE notification and its_enter_tree callback is triggered. Child nodes are always addedafter their parent node, i.e. the_enter_tree callback of a parent node will be triggered before its child's.

Once all nodes have been added in the scene tree, they receive theNOTIFICATION_READY 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:_enter_tree of the parent,_enter_tree 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, toggled withset_process) happens as fast as possible and is dependent on the frame rate, so the processing timedelta (in seconds) is passed as an argument. Physics processing (callback_physics_process, toggled withset_physics_process) 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 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_unhandled_input function might be preferred; it is called when the input event was not handled by anyone else (typically, GUIControl 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 theowner property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.

Finally, when a node is freed withObject.free orqueue_free, 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. Seeadd_to_group,is_in_group andremove_from_group. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods onSceneTree.

Networking with nodes: After connecting to a server (or making one, seeNetworkedMultiplayerENet), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By callingrpc 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 itsNodePath (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.

Tutorials

Properties

MultiplayerAPI

custom_multiplayer

String

filename

MultiplayerAPI

multiplayer

String

name

Node

owner

PauseMode

pause_mode

0

int

process_priority

0

Methods

void

_enter_tree()virtual

void

_exit_tree()virtual

String

_get_configuration_warning()virtual

void

_input(InputEvent event)virtual

void

_physics_process(float delta)virtual

void

_process(float delta)virtual

void

_ready()virtual

void

_unhandled_input(InputEvent event)virtual

void

_unhandled_key_input(InputEventKey event)virtual

void

add_child(Node node,bool legible_unique_name=false)

void

add_child_below_node(Node node,Node child_node,bool legible_unique_name=false)

void

add_to_group(String group,bool persistent=false)

bool

can_process()const

Node

duplicate(int flags=15)const

Node

find_node(String mask,bool recursive=true,bool owned=true)const

Node

find_parent(String mask)const

Node

get_child(int idx)const

int

get_child_count()const

Array

get_children()const

Array

get_groups()const

int

get_index()const

int

get_network_master()const

Node

get_node(NodePath path)const

Array

get_node_and_resource(NodePath path)

Node

get_node_or_null(NodePath path)const

Node

get_parent()const

NodePath

get_path()const

NodePath

get_path_to(Node node)const

float

get_physics_process_delta_time()const

int

get_position_in_parent()const

float

get_process_delta_time()const

bool

get_scene_instance_load_placeholder()const

SceneTree

get_tree()const

Viewport

get_viewport()const

bool

has_node(NodePath path)const

bool

has_node_and_resource(NodePath path)const

bool

is_a_parent_of(Node node)const

bool

is_displayed_folded()const

bool

is_greater_than(Node node)const

bool

is_in_group(String group)const

bool

is_inside_tree()const

bool

is_network_master()const

bool

is_physics_processing()const

bool

is_physics_processing_internal()const

bool

is_processing()const

bool

is_processing_input()const

bool

is_processing_internal()const

bool

is_processing_unhandled_input()const

bool

is_processing_unhandled_key_input()const

void

move_child(Node child_node,int to_position)

void

print_stray_nodes()

void

print_tree()

void

print_tree_pretty()

void

propagate_call(String method,Array args=[ ],bool parent_first=false)

void

propagate_notification(int what)

void

queue_free()

void

raise()

void

remove_and_skip()

void

remove_child(Node node)

void

remove_from_group(String group)

void

replace_by(Node node,bool keep_data=false)

void

request_ready()

Variant

rpc(String method, ...)vararg

void

rpc_config(String method,RPCMode mode)

Variant

rpc_id(int peer_id,String method, ...)vararg

Variant

rpc_unreliable(String method, ...)vararg

Variant

rpc_unreliable_id(int peer_id,String method, ...)vararg

void

rset(String property,Variant value)

void

rset_config(String property,RPCMode mode)

void

rset_id(int peer_id,String property,Variant value)

void

rset_unreliable(String property,Variant value)

void

rset_unreliable_id(int peer_id,String property,Variant value)

void

set_display_folded(bool fold)

void

set_network_master(int id,bool recursive=true)

void

set_physics_process(bool enable)

void

set_physics_process_internal(bool enable)

void

set_process(bool enable)

void

set_process_input(bool enable)

void

set_process_internal(bool enable)

void

set_process_unhandled_input(bool enable)

void

set_process_unhandled_key_input(bool enable)

void

set_scene_instance_load_placeholder(bool load_placeholder)

void

update_configuration_warning()

Signals

  • ready()

Emitted when the node is ready.


  • renamed()

Emitted when the node is renamed.


  • tree_entered()

Emitted when the node enters the tree.


  • tree_exited()

Emitted after the node exits the tree and is no longer active.


  • tree_exiting()

Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will).

Enumerations

enumPauseMode:

  • PAUSE_MODE_INHERIT =0 --- Inherits pause mode from the node's parent. For the root node, it is equivalent toPAUSE_MODE_STOP. Default.

  • PAUSE_MODE_STOP =1 --- Stops processing when theSceneTree is paused.

  • PAUSE_MODE_PROCESS =2 --- Continue to process regardless of theSceneTree pause state.


enumDuplicateFlags:

  • DUPLICATE_SIGNALS =1 --- Duplicate the node's signals.

  • DUPLICATE_GROUPS =2 --- Duplicate the node's groups.

  • DUPLICATE_SCRIPTS =4 --- Duplicate the node's scripts.

  • DUPLICATE_USE_INSTANCING =8 --- Duplicate using instancing.

An instance stays linked to the original so when the original changes, the instance changes too.

Constants

  • NOTIFICATION_ENTER_TREE =10 --- Notification received when the node enters aSceneTree.

  • NOTIFICATION_EXIT_TREE =11 --- Notification received when the node is about to exit aSceneTree.

  • NOTIFICATION_MOVED_IN_PARENT =12 --- Notification received when the node is moved in the parent.

  • NOTIFICATION_READY =13 --- Notification received when the node is ready. See_ready.

  • NOTIFICATION_PAUSED =14 --- Notification received when the node is paused.

  • NOTIFICATION_UNPAUSED =15 --- Notification received when the node is unpaused.

  • NOTIFICATION_PHYSICS_PROCESS =16 --- Notification received every frame when the physics process flag is set (seeset_physics_process).

  • NOTIFICATION_PROCESS =17 --- Notification received every frame when the process flag is set (seeset_process).

  • NOTIFICATION_PARENTED =18 --- Notification received when a node is set as a child of another node.

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

  • NOTIFICATION_UNPARENTED =19 --- Notification received when a node is unparented (parent removed it from the list of children).

  • NOTIFICATION_INSTANCED =20 --- Notification received when the node is instanced.

  • NOTIFICATION_DRAG_BEGIN =21 --- Notification received when a drag begins.

  • NOTIFICATION_DRAG_END =22 --- Notification received when a drag ends.

  • NOTIFICATION_PATH_CHANGED =23 --- Notification received when the node'sNodePath changed.

  • NOTIFICATION_INTERNAL_PROCESS =25 --- Notification received every frame when the internal process flag is set (seeset_process_internal).

  • NOTIFICATION_INTERNAL_PHYSICS_PROCESS =26 --- Notification received every frame when the internal physics process flag is set (seeset_physics_process_internal).

  • NOTIFICATION_POST_ENTER_TREE =27 --- Notification received when the node is ready, just beforeNOTIFICATION_READY is received. Unlike the latter, it's sent every time the node enters tree, instead of only once.

  • NOTIFICATION_WM_MOUSE_ENTER =1002 --- Notification received from the OS when the mouse enters the game window.

Implemented on desktop and web platforms.

  • NOTIFICATION_WM_MOUSE_EXIT =1003 --- Notification received from the OS when the mouse leaves the game window.

Implemented on desktop and web platforms.

  • NOTIFICATION_WM_FOCUS_IN =1004 --- Notification received from the OS when the game window is focused.

Implemented on all platforms.

  • NOTIFICATION_WM_FOCUS_OUT =1005 --- Notification received from the OS when the game window is unfocused.

Implemented on all platforms.

  • NOTIFICATION_WM_QUIT_REQUEST =1006 --- 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.

  • NOTIFICATION_WM_GO_BACK_REQUEST =1007 --- 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.

  • NOTIFICATION_WM_UNFOCUS_REQUEST =1008 --- 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.

  • NOTIFICATION_OS_MEMORY_WARNING =1009 --- Notification received from the OS when the application is exceeding its allocated memory.

Specific to the iOS platform.

  • NOTIFICATION_TRANSLATION_CHANGED =1010 --- 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, likeObject.tr.

  • NOTIFICATION_WM_ABOUT =1011 --- Notification received from the OS when a request for "About" information is sent.

Specific to the macOS platform.

  • NOTIFICATION_CRASH =1012 --- Notification received from Godot's crash handler when the engine is about to crash.

Implemented on desktop platforms if the crash handler is enabled.

  • NOTIFICATION_OS_IME_UPDATE =1013 --- 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.

  • NOTIFICATION_APP_RESUMED =1014 --- Notification received from the OS when the app is resumed.

Specific to the Android platform.

  • NOTIFICATION_APP_PAUSED =1015 --- Notification received from the OS when the app is paused.

Specific to the Android platform.

Property Descriptions

Setter

set_custom_multiplayer(value)

Getter

get_custom_multiplayer()

The override to the defaultMultiplayerAPI. Set tonull to use the defaultSceneTree one.


Setter

set_filename(value)

Getter

get_filename()

If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded infilename (e.g.res://levels/1.tscn). Otherwise,filename is set to an empty string.


Getter

get_multiplayer()

TheMultiplayerAPI instance associated with this node. Either thecustom_multiplayer, or the default SceneTree one (if inside tree).


Setter

set_name(value)

Getter

get_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 usingadd_child. When setting the name manually, any@ will be removed.


Setter

set_owner(value)

Getter

get_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 (usingPackedScene), all the nodes it owns will be saved with it. This allows for the creation of complexSceneTrees, with instancing and subinstancing.

Note: If you want a child to be persisted to aPackedScene, you must setowner in addition to callingadd_child. This is typically relevant fortool scripts andeditor plugins. Ifadd_child is called without settingowner, the newly addedNode will not be visible in the scene tree, though it will be visible in the 2D/3D view.


Default

0

Setter

set_pause_mode(value)

Getter

get_pause_mode()

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


  • intprocess_priority

Default

0

Setter

set_process_priority(value)

Getter

get_process_priority()

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

Method Descriptions

Called when the node enters theSceneTree (e.g. upon instancing, scene changing, or after callingadd_child in a script). If the node has children, its_enter_tree callback will be called first, and then that of the children.

Corresponds to theNOTIFICATION_ENTER_TREE notification inObject._notification.


Called when the node is about to leave theSceneTree (e.g. upon freeing, scene changing, or after callingremove_child in a script). If the node has children, its_exit_tree callback will be called last, after all its children have left the tree.

Corresponds to theNOTIFICATION_EXIT_TREE notification inObject._notification and signaltree_exiting. To get notified when the node has already left the active tree, connect to thetree_exited.


The string returned from this method is displayed as a warning in the Scene Dock if the script that overrides it is atool script.

Returning an empty string produces no warning.

Callupdate_configuration_warning when the warning needs to be updated for this node.


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 withset_process_input.

To consume the input event and stop it propagating further to other nodes,SceneTree.set_input_as_handled can be called.

For gameplay input,_unhandled_input and_unhandled_key_input 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).


Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. thedelta 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 withset_physics_process.

Corresponds to theNOTIFICATION_PHYSICS_PROCESS notification inObject._notification.

Note: This method is only called if the node is present in the scene tree (i.e. if it's not orphan).


Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so thedelta 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 withset_process.

Corresponds to theNOTIFICATION_PROCESS notification inObject._notification.

Note: This method is only called if the node is present in the scene tree (i.e. if it's not orphan).


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 theNOTIFICATION_READY notification inObject._notification. See also theonready keyword for variables.

Usually used for initialization. For even earlier initialization,Object._init may be used. See also_enter_tree.

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 withrequest_ready, which may be called anywhere before adding the node again.


Called when anInputEvent hasn't been consumed by_input 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 withset_process_unhandled_input.

To consume the input event and stop it propagating further to other nodes,SceneTree.set_input_as_handled can be called.

For gameplay input, this and_unhandled_key_input are usually a better fit than_input 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).


Called when anInputEventKey hasn't been consumed by_input 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 withset_process_unhandled_key_input.

To consume the input event and stop it propagating further to other nodes,SceneTree.set_input_as_handled can be called.

For gameplay input, this and_unhandled_input are usually a better fit than_input 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).


  • voidadd_child(Node node,bool legible_unique_name=false)

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.

Iflegible_unique_name istrue, 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. Useremove_child first to remove the node from its current parent. For example:

ifchild_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 aPackedScene, you must setowner in addition to callingadd_child. This is typically relevant fortool scripts andeditor plugins. Ifadd_child is called without settingowner, the newly addedNode will not be visible in the scene tree, though it will be visible in the 2D/3D view.


  • voidadd_child_below_node(Node node,Node child_node,bool legible_unique_name=false)

Addschild_node as a child. The child is placed below the givennode in the list of children.

Iflegible_unique_name istrue, the child node will have a human-readable name based on the name of the node being instanced instead of its type.


  • voidadd_to_group(String group,bool persistent=false)

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 (seeis_inside_tree). See notes in the description, and the group methods inSceneTree.

Thepersistent option is used when packing node toPackedScene and saving to file. Non-persistent groups aren't stored.

Note: For performance reasons, the order of node groups isnot guaranteed. The order of node groups should not be relied upon as it can vary across project runs.


Returnstrue if the node can process while the scene tree is paused (seepause_mode). Always returnstrue if the scene tree is not paused, andfalse if the node is not in the tree.


Duplicates the node, returning a new node.

You can fine-tune the behavior using theflags (seeDuplicateFlags).

Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments toObject._init method). In that case, the node will be duplicated without a script.


Finds a descendant of this node whose name matchesmask as inString.match (i.e. case-sensitive, but"*" matches zero or more characters and"?" matches any single character except"."). Returnsnull if no matchingNode is found.

Note: It does not match against the full path, just against individual node names.

Ifowned istrue, 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 usingget_node instead. To avoid usingfind_node too often, consider caching the node reference into a variable.


Finds the first parent of the current node whose name matchesmask as inString.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 usingget_node instead. To avoid usingfind_parent too often, consider caching the node reference into a variable.


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

To access a child node via its name, useget_node.


Returns the number of child nodes.


Returns an array of references to node's children.


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

Note: For performance reasons, the order of node groups isnot guaranteed. The order of node groups should not be relied upon as it can vary across project runs.

Note: The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping overget_groups, use the following snippet:

# Stores the node's non-internal groups only (as an array of Strings).varnon_internal_groups=[]forgroupinget_groups():ifnotgroup.begins_with("_"):non_internal_groups.push_back(group)

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


Returns the peer ID of the network master for this node. Seeset_network_master.


Fetches a node. TheNodePath 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, anullinstance 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 (seeis_inside_tree).

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")

Fetches a node and one of its resources as specified by theNodePath's subname (e.g.Area2D/CollisionShape2D:shape). If several nested resources are specified in theNodePath, the last one will be fetched.

The return value is an array of size 3: the first index points to theNode (ornull if not found), the second index points to theResource (ornull if not found), and the third index is the remainingNodePath, if any.

For example, assuming thatArea2D/CollisionShape2D is a valid node and that itsshape property has been assigned aRectangleShape2D 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]

Similar toget_node, but does not log an error ifpath does not point to a validNode.


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


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


Returns the relativeNodePath from this node to the specifiednode. Both nodes must be in the same scene or the function will fail.


Returns the time elapsed (in seconds) since the last physics-bound frame (see_physics_process). This is always a constant value in physics processing unless the frames per second is changed viaEngine.iterations_per_second.


Returns the node's order in the scene tree branch. For example, if called on the first child node the position is0.


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


  • boolget_scene_instance_load_placeholder()const

Returnstrue if this is an instance load placeholder. SeeInstancePlaceholder.


Returns theSceneTree that contains this node.


Returns the node'sViewport.


Returnstrue if the node that theNodePath points to exists.


Returnstrue if theNodePath 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.


Returnstrue if the given node is a direct or indirect child of the current node.


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


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


Returnstrue if this node is in the specified group. See notes in the description, and the group methods inSceneTree.


Returnstrue if this node is currently inside aSceneTree.


Returnstrue if the local system is the master of this node.


Returnstrue if physics processing is enabled (seeset_physics_process).


Returnstrue if internal physics processing is enabled (seeset_physics_process_internal).


Returnstrue if processing is enabled (seeset_process).


Returnstrue if the node is processing input (seeset_process_input).


Returnstrue if internal processing is enabled (seeset_process_internal).


Returnstrue if the node is processing unhandled input (seeset_process_unhandled_input).


Returnstrue if the node is processing unhandled key input (seeset_process_unhandled_key_input).


  • voidmove_child(Node child_node,int to_position)

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.


  • voidprint_stray_nodes()

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


  • voidprint_tree()

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 theget_node function.

Example output:

TheGameTheGame/MenuTheGame/Menu/LabelTheGame/Menu/Camera2DTheGame/SplashScreenTheGame/SplashScreen/Camera2D

  • voidprint_tree_pretty()

Similar toprint_tree, 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

Calls the given method (if present) with the arguments given inargs on this node and recursively on all its children. If theparent_first argument istrue, the method will be called on the current node first, then on all its children. Ifparent_first isfalse, the children will be called first.


  • voidpropagate_notification(int what)

Notifies the current node and all its children recursively by callingObject.notification on all of them.


  • voidqueue_free()

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 toObject.free. UseObject.is_queued_for_deletion 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 willnot be assigned tonull once the node is freed. Instead, it will point to apreviously freed instance and you should validate it with@GDScript.is_instance_valid before attempting to call its methods or access its properties.


  • voidraise()

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 usingraise, a Control will be drawn on top of its siblings.


  • voidremove_and_skip()

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.


  • voidremove_child(Node node)

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

Note: This function may set theowner of the removed Node (or its descendants) to benull, if thatowner is no longer a parent or ancestor.


  • voidremove_from_group(String group)

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


  • voidreplace_by(Node node,bool keep_data=false)

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.

Note that the replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it usingObject.free.


  • voidrequest_ready()

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).


Sends a remote procedure call request for the givenmethod 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 sameNodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, seerpc_config. Methods are not exposed to RPCs by default. See alsorset andrset_config for properties. Returnsnull.

Note: You can only safely use RPCs on clients after you received theconnected_to_server signal from theSceneTree. You also need to keep track of the connection state, either by theSceneTree signals likeserver_disconnected or by checkingSceneTree.network_peer.get_connection_status()==CONNECTION_CONNECTED.


Changes the RPC mode for the givenmethod to the givenmode. SeeRPCMode. 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 alsorset andrset_config for properties.


Sends arpc to a specific peer identified bypeer_id (seeNetworkedMultiplayerPeer.set_target_peer). Returnsnull.


Sends arpc using an unreliable protocol. Returnsnull.


Sends arpc to a specific peer identified bypeer_id using an unreliable protocol (seeNetworkedMultiplayerPeer.set_target_peer). Returnsnull.


Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, seerset_config. See alsorpc for RPCs for methods, most information applies to this method as well.


Changes the RPC mode for the givenproperty to the givenmode. SeeRPCMode. 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 alsorpc andrpc_config for methods.


Remotely changes the property's value on a specific peer identified bypeer_id (seeNetworkedMultiplayerPeer.set_target_peer).


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


Remotely changes property's value on a specific peer identified bypeer_id using an unreliable protocol (seeNetworkedMultiplayerPeer.set_target_peer).


  • voidset_display_folded(bool fold)

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


  • voidset_network_master(int id,bool recursive=true)

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 themaster andpuppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). Ifrecursive, the given peer is recursively set as the master for all children of this node.


  • voidset_physics_process(bool enable)

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive aNOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 FPS, seeEngine.iterations_per_second to change) interval (and the_physics_process callback will be called if exists). Enabled automatically if_physics_process is overridden. Any calls to this before_ready will be ignored.


  • voidset_physics_process_internal(bool enable)

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal_physics_process 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 (set_physics_process). 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.


  • voidset_process(bool enable)

Enables or disables processing. When a node is being processed, it will receive aNOTIFICATION_PROCESS on every drawn frame (and the_process callback will be called if exists). Enabled automatically if_process is overridden. Any calls to this before_ready will be ignored.


  • voidset_process_input(bool enable)

Enables or disables input processing. This is not required for GUI controls! Enabled automatically if_input is overridden. Any calls to this before_ready will be ignored.


  • voidset_process_internal(bool enable)

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal_process calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process). 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.


  • voidset_process_unhandled_input(bool enable)

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 aControl). Enabled automatically if_unhandled_input is overridden. Any calls to this before_ready will be ignored.


  • voidset_process_unhandled_key_input(bool enable)

Enables unhandled key input processing. Enabled automatically if_unhandled_key_input is overridden. Any calls to this before_ready will be ignored.


  • voidset_scene_instance_load_placeholder(bool load_placeholder)

Sets whether this is an instance load placeholder. SeeInstancePlaceholder.


  • voidupdate_configuration_warning()

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

Use_get_configuration_warning to setup the warning message to display.