class Node
package godot
extends Object
extended by AnimationPlayer, AnimationTree, AnimationTreePlayer, AudioStreamPlayer, CanvasItem, CanvasLayer, EditorFileSystem, EditorInterface, EditorPlugin, EditorResourcePreview, HTTPRequest, InstancePlaceholder, ResourcePreloader, SkeletonIK, Spatial, Timer, Tween, Viewport, WorldEnvironment
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 a scene. 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: The godot.SceneTree
contains the active tree of nodes. When a node is added to the scene tree, it receives the godot.Node.notificationEnterTree
notification and its godot.Node._EnterTree
callback is triggered. Child nodes are always added after their parent node, i.e. the godot.Node._EnterTree
callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the godot.Node.notificationReady
notification and their respective godot.Node._Ready
callbacks are triggered. For groups of nodes, the godot.Node._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: godot.Node._EnterTree
of the parent, godot.Node._EnterTree
of the children, godot.Node._Ready
of the children and finally godot.Node._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 godot.Node._Process
, toggled with godot.Node.setProcess
) happens as fast as possible and is dependent on the frame rate, so the processing time delta (in seconds) is passed as an argument. Physics processing (callback godot.Node._PhysicsProcess
, toggled with godot.Node.setPhysicsProcess
) 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 godot.Node._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 godot.Node._UnhandledInput
function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI godot.Control
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 the godot.Node.owner
property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with godot.Object.free
or godot.Node.queueFree
, 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. See godot.Node.addToGroup
, godot.Node.isInGroup
and godot.Node.removeFromGroup
. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on godot.SceneTree
.
Networking with nodes: After connecting to a server (or making one, see godot.NetworkedMultiplayerENet
), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling godot.Node.rpc
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 its godot.NodePath
(make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
Static variables
staticread onlyNOTIFICATION_APP_PAUSED:Int
Notification received from the OS when the app is paused.
Specific to the Android platform.
staticread onlyNOTIFICATION_APP_RESUMED:Int
Notification received from the OS when the app is resumed.
Specific to the Android platform.
staticread onlyNOTIFICATION_CRASH:Int
Notification received from Godot's crash handler when the engine is about to crash.
Implemented on desktop platforms if the crash handler is enabled.
staticread onlyNOTIFICATION_ENTER_TREE:Int
Notification received when the node enters a godot.SceneTree
.
staticread onlyNOTIFICATION_EXIT_TREE:Int
Notification received when the node is about to exit a godot.SceneTree
.
staticread onlyNOTIFICATION_INTERNAL_PHYSICS_PROCESS:Int
Notification received every frame when the internal physics process flag is set (see godot.Node.setPhysicsProcessInternal
).
staticread onlyNOTIFICATION_INTERNAL_PROCESS:Int
Notification received every frame when the internal process flag is set (see godot.Node.setProcessInternal
).
staticread onlyNOTIFICATION_MOVED_IN_PARENT:Int
Notification received when the node is moved in the parent.
staticread onlyNOTIFICATION_OS_IME_UPDATE:Int
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.
staticread onlyNOTIFICATION_OS_MEMORY_WARNING:Int
Notification received from the OS when the application is exceeding its allocated memory.
Specific to the iOS platform.
staticread onlyNOTIFICATION_PARENTED:Int
Notification received when a node is set as a child of another node.
Note: This doesn't mean that a node entered the godot.SceneTree
.
staticread onlyNOTIFICATION_PATH_CHANGED:Int
Notification received when the node's godot.NodePath
changed.
staticread onlyNOTIFICATION_PHYSICS_PROCESS:Int
Notification received every frame when the physics process flag is set (see godot.Node.setPhysicsProcess
).
staticread onlyNOTIFICATION_POST_ENTER_TREE:Int
Notification received when the node is ready, just before godot.Node.notificationReady
is received. Unlike the latter, it's sent every time the node enters tree, instead of only once.
staticread onlyNOTIFICATION_PROCESS:Int
Notification received every frame when the process flag is set (see godot.Node.setProcess
).
staticread onlyNOTIFICATION_READY:Int
Notification received when the node is ready. See godot.Node._Ready
.
staticread onlyNOTIFICATION_TRANSLATION_CHANGED:Int
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, like godot.Object.tr
.
staticread onlyNOTIFICATION_UNPARENTED:Int
Notification received when a node is unparented (parent removed it from the list of children).
staticread onlyNOTIFICATION_WM_ABOUT:Int
Notification received from the OS when a request for "About" information is sent.
Specific to the macOS platform.
staticread onlyNOTIFICATION_WM_FOCUS_IN:Int
Notification received from the OS when the game window is focused.
Implemented on all platforms.
staticread onlyNOTIFICATION_WM_FOCUS_OUT:Int
Notification received from the OS when the game window is unfocused.
Implemented on all platforms.
staticread onlyNOTIFICATION_WM_GO_BACK_REQUEST:Int
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.
staticread onlyNOTIFICATION_WM_MOUSE_ENTER:Int
Notification received from the OS when the mouse enters the game window.
Implemented on desktop and web platforms.
staticread onlyNOTIFICATION_WM_MOUSE_EXIT:Int
Notification received from the OS when the mouse leaves the game window.
Implemented on desktop and web platforms.
staticread onlyNOTIFICATION_WM_QUIT_REQUEST:Int
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.
staticread onlyNOTIFICATION_WM_UNFOCUS_REQUEST:Int
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.
Constructor
Variables
customMultiplayer:MultiplayerAPI
The override to the default godot.MultiplayerAPI
. Set to null
to use the default godot.SceneTree
one.
filename:String
If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in godot.Node.filename
(e.g. res://levels/1.tscn
). Otherwise, godot.Node.filename
is set to an empty string.
read onlymultiplayer:MultiplayerAPI
The godot.MultiplayerAPI
instance associated with this node. Either the godot.Node.customMultiplayer
, or the default SceneTree one (if inside tree).
name:String
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 godot.Node.addChild
. When setting the name manually, any @
will be removed.
owner:Node
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 godot.PackedScene
), all the nodes it owns will be saved with it. This allows for the creation of complex godot.SceneTree
s, with instancing and subinstancing.
Note: If you want a child to be persisted to a godot.PackedScene
, you must set godot.Node.owner
in addition to calling godot.Node.addChild
. This is typically relevant for [https://docs.godotengine.org/en/3.4/tutorials/misc/running_code_in_the_editor.html](tool scripts) and [https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html](editor plugins). If godot.Node.addChild
is called without setting godot.Node.owner
, the newly added godot.Node
will not be visible in the scene tree, though it will be visible in the 2D/3D view.
processPriority:Int
The node's priority in the execution order of the enabled processing callbacks (i.e. godot.Node.notificationProcess
, godot.Node.notificationPhysicsProcess
and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.
Methods
_EnterTree():Void
Called when the node enters the godot.SceneTree
(e.g. upon instancing, scene changing, or after calling godot.Node.addChild
in a script). If the node has children, its godot.Node._EnterTree
callback will be called first, and then that of the children.
Corresponds to the godot.Node.notificationEnterTree
notification in godot.Object._Notification
.
_ExitTree():Void
Called when the node is about to leave the godot.SceneTree
(e.g. upon freeing, scene changing, or after calling godot.Node.removeChild
in a script). If the node has children, its godot.Node._ExitTree
callback will be called last, after all its children have left the tree.
Corresponds to the godot.Node.notificationExitTree
notification in godot.Object._Notification
and signal tree_exiting
. To get notified when the node has already left the active tree, connect to the tree_exited
.
_GetConfigurationWarning():String
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 godot.Node.updateConfigurationWarning
when the warning needs to be updated for this node.
_Input(event:InputEvent):Void
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 godot.Node.setProcessInput
.
To consume the input event and stop it propagating further to other nodes, godot.SceneTree.setInputAsHandled
can be called.
For gameplay input, godot.Node._UnhandledInput
and godot.Node._UnhandledKeyInput
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).
_PhysicsProcess(delta:Single):Void
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 godot.Node.setPhysicsProcess
.
Corresponds to the godot.Node.notificationPhysicsProcess
notification in godot.Object._Notification
.
Note: This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
_Process(delta:Single):Void
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 godot.Node.setProcess
.
Corresponds to the godot.Node.notificationProcess
notification in godot.Object._Notification
.
Note: This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
_Ready():Void
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 godot.Node._Ready
callbacks get triggered first, and the parent node will receive the ready notification afterwards.
Corresponds to the godot.Node.notificationReady
notification in godot.Object._Notification
. See also the onready
keyword for variables.
Usually used for initialization. For even earlier initialization, may be used. See also godot.Node._EnterTree
.
Note: godot.Node._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 godot.Node.requestReady
, which may be called anywhere before adding the node again.
_UnhandledInput(event:InputEvent):Void
Called when an godot.InputEvent
hasn't been consumed by godot.Node._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 with godot.Node.setProcessUnhandledInput
.
To consume the input event and stop it propagating further to other nodes, godot.SceneTree.setInputAsHandled
can be called.
For gameplay input, this and godot.Node._UnhandledKeyInput
are usually a better fit than godot.Node._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).
_UnhandledKeyInput(event:InputEventKey):Void
Called when an godot.InputEventKey
hasn't been consumed by godot.Node._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 with godot.Node.setProcessUnhandledKeyInput
.
To consume the input event and stop it propagating further to other nodes, godot.SceneTree.setInputAsHandled
can be called.
For gameplay input, this and godot.Node._UnhandledInput
are usually a better fit than godot.Node._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).
addChild(node:Node, ?legibleUniqueName:Bool):Void
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 godot.Node.removeChild
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 godot.PackedScene
, you must set godot.Node.owner
in addition to calling godot.Node.addChild
. This is typically relevant for [https://docs.godotengine.org/en/3.4/tutorials/misc/running_code_in_the_editor.html](tool scripts) and [https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html](editor plugins). If godot.Node.addChild
is called without setting godot.Node.owner
, the newly added godot.Node
will not be visible in the scene tree, though it will be visible in the 2D/3D view.
addChildBelowNode(node:Node, childNode:Node, ?legibleUniqueName:Bool):Void
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(group:String, ?persistent:Bool):Void
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 godot.Node.isInsideTree
). See notes in the description, and the group methods in godot.SceneTree
.
The persistent
option is used when packing node to godot.PackedScene
and saving to file. Non-persistent groups aren't stored.
Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
canProcess():Bool
Returns true
if the node can process while the scene tree is paused (see godot.Node.pauseMode
). Always returns true
if the scene tree is not paused, and false
if the node is not in the tree.
duplicate(?flags:Int):Node
Duplicates the node, returning a new node.
You can fine-tune the behavior using the flags
(see godot.Node_DuplicateFlags
).
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.
findNode(mask:String, ?recursive:Bool, ?owned:Bool):Node
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 "."
). Returns null
if no matching godot.Node
is found.
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 godot.Node.getNode
instead. To avoid using godot.Node.findNode
too often, consider caching the node reference into a variable.
findParent(mask:String):Node
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 godot.Node.getNode
instead. To avoid using godot.Node.findParent
too often, consider caching the node reference into a variable.
getChild(idx:Int):Node
Returns a child node by its index (see godot.Node.getChildCount
). This method is often used for iterating all children of a node.
To access a child node via its name, use godot.Node.getNode
.
getGroups():Array
Returns an array listing the groups that the node is a member of.
Note: For performance reasons, the order of node groups is not 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 over godot.Node.getGroups
, use the following snippet:
# Stores the node's non-internal groups only (as an array of Strings).
var non_internal_groups = []
for group in get_groups():
if not group.begins_with("_"):
non_internal_groups.push_back(group)
getNetworkMaster():Int
Returns the peer ID of the network master for this node. See godot.Node.setNetworkMaster
.
getNode(path:NodePath):Node
Fetches a node. The godot.NodePath
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, a null instance
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 (see godot.Node.isInsideTree
).
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")
getNodeAndResource(path:NodePath):Array
Fetches a node and one of its resources as specified by the godot.NodePath
's subname (e.g. Area2D/CollisionShape2D:shape
). If several nested resources are specified in the godot.NodePath
, the last one will be fetched.
The return value is an array of size 3: the first index points to the godot.Node
(or null
if not found), the second index points to the godot.Resource
(or null
if not found), and the third index is the remaining godot.NodePath
, if any.
For example, assuming that Area2D/CollisionShape2D
is a valid node and that its shape
property has been assigned a godot.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]
getNodeOrNull(path:NodePath):Node
Similar to godot.Node.getNode
, but does not log an error if path
does not point to a valid godot.Node
.
getParent():Node
Returns the parent node of the current node, or a null instance
if the node lacks a parent.
getPath():NodePath
Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see godot.Node.isInsideTree
).
getPathTo(node:Node):NodePath
Returns the relative godot.NodePath
from this node to the specified node
. Both nodes must be in the same scene or the function will fail.
getPhysicsProcessDeltaTime():Single
Returns the time elapsed (in seconds) since the last physics-bound frame (see godot.Node._PhysicsProcess
). This is always a constant value in physics processing unless the frames per second is changed via godot.Engine.iterationsPerSecond
.
getPositionInParent():Int
Returns the node's order in the scene tree branch. For example, if called on the first child node the position is 0
.
getProcessDeltaTime():Single
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
getSceneInstanceLoadPlaceholder():Bool
Returns true
if this is an instance load placeholder. See godot.InstancePlaceholder
.
hasNodeAndResource(path:NodePath):Bool
Returns true
if the godot.NodePath
points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape
. Properties with a non-godot.Resource
type (e.g. nodes or primitive math types) are not considered resources.
isAParentOf(node:Node):Bool
Returns true
if the given node is a direct or indirect child of the current node.
isGreaterThan(node:Node):Bool
Returns true
if the given node occurs later in the scene hierarchy than the current node.
isInGroup(group:String):Bool
Returns true
if this node is in the specified group. See notes in the description, and the group methods in godot.SceneTree
.
isPhysicsProcessing():Bool
Returns true
if physics processing is enabled (see godot.Node.setPhysicsProcess
).
isPhysicsProcessingInternal():Bool
Returns true
if internal physics processing is enabled (see godot.Node.setPhysicsProcessInternal
).
isProcessingInput():Bool
Returns true
if the node is processing input (see godot.Node.setProcessInput
).
isProcessingInternal():Bool
Returns true
if internal processing is enabled (see godot.Node.setProcessInternal
).
isProcessingUnhandledInput():Bool
Returns true
if the node is processing unhandled input (see godot.Node.setProcessUnhandledInput
).
isProcessingUnhandledKeyInput():Bool
Returns true
if the node is processing unhandled key input (see godot.Node.setProcessUnhandledKeyInput
).
moveChild(childNode:Node, toPosition:Int):Void
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.
printStrayNodes():Void
Prints all stray nodes (nodes outside the godot.SceneTree
). Used for debugging. Works only in debug builds.
printTree():Void
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 godot.Node.getNode
function.
Example output:
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
printTreePretty():Void
Similar to godot.Node.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:
â”–â•´TheGame
â” â•´Menu
┃ ┠╴Label
┃ ┖╴Camera2D
â”–â•´SplashScreen
â”–â•´Camera2D
propagateCall(method:String, ?args:Array, ?parentFirst:Bool):Void
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.
Parameters:
args | If the parameter is null, then the default value is new Godot.Collections.Array { } |
---|
propagateNotification(what:Int):Void
Notifies the current node and all its children recursively by calling godot.Object.notification
on all of them.
queueFree():Void
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 godot.Object.free
. Use godot.Object.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():Void
Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs (godot.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():Void
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(node:Node):Void
Removes a child node. The node is NOT deleted and must be deleted manually.
Note: This function may set the godot.Node.owner
of the removed Node (or its descendants) to be null
, if that godot.Node.owner
is no longer a parent or ancestor.
removeFromGroup(group:String):Void
Removes a node from a group. See notes in the description, and the group methods in godot.SceneTree
.
replaceBy(node:Node, ?keepData:Bool):Void
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 using godot.Object.free
.
requestReady():Void
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 godot.Node._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).
rpc(method:String, args:HaxeArray<Dynamic>):Dynamic
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 godot.NodePath
, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see godot.Node.rpcConfig
. Methods are not exposed to RPCs by default. See also godot.Node.rset
and godot.Node.rsetConfig
for properties. Returns null
.
Note: You can only safely use RPCs on clients after you received the connected_to_server
signal from the godot.SceneTree
. You also need to keep track of the connection state, either by the godot.SceneTree
signals like server_disconnected
or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED
.
rpcConfig(method:String, mode:MultiplayerAPI_RPCMode):Void
Changes the RPC mode for the given method
to the given mode
. See godot.MultiplayerAPI_RPCMode
. 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 godot.Node.rset
and godot.Node.rsetConfig
for properties.
rpcId(peerId:Int, method:String, args:HaxeArray<Dynamic>):Dynamic
Sends a godot.Node.rpc
to a specific peer identified by peer_id
(see godot.NetworkedMultiplayerPeer.setTargetPeer
). Returns null
.
rpcUnreliable(method:String, args:HaxeArray<Dynamic>):Dynamic
Sends a godot.Node.rpc
using an unreliable protocol. Returns null
.
rpcUnreliableId(peerId:Int, method:String, args:HaxeArray<Dynamic>):Dynamic
Sends a godot.Node.rpc
to a specific peer identified by peer_id
using an unreliable protocol (see godot.NetworkedMultiplayerPeer.setTargetPeer
). Returns null
.
rset(property:String, value:Dynamic):Void
Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see godot.Node.rsetConfig
. See also godot.Node.rpc
for RPCs for methods, most information applies to this method as well.
rsetConfig(property:String, mode:MultiplayerAPI_RPCMode):Void
Changes the RPC mode for the given property
to the given mode
. See godot.MultiplayerAPI_RPCMode
. 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 godot.Node.rpc
and godot.Node.rpcConfig
for methods.
rsetId(peerId:Int, property:String, value:Dynamic):Void
Remotely changes the property's value on a specific peer identified by peer_id
(see godot.NetworkedMultiplayerPeer.setTargetPeer
).
rsetUnreliable(property:String, value:Dynamic):Void
Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
rsetUnreliableId(peerId:Int, property:String, value:Dynamic):Void
Remotely changes property's value on a specific peer identified by peer_id
using an unreliable protocol (see godot.NetworkedMultiplayerPeer.setTargetPeer
).
setNetworkMaster(id:Int, ?recursive:Bool):Void
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.
setPhysicsProcess(enable:Bool):Void
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a godot.Node.notificationPhysicsProcess
at a fixed (usually 60 FPS, see godot.Engine.iterationsPerSecond
to change) interval (and the godot.Node._PhysicsProcess
callback will be called if exists). Enabled automatically if godot.Node._PhysicsProcess
is overridden. Any calls to this before godot.Node._Ready
will be ignored.
setPhysicsProcessInternal(enable:Bool):Void
Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal godot.Node._PhysicsProcess
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 (godot.Node.setPhysicsProcess
). 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(enable:Bool):Void
Enables or disables processing. When a node is being processed, it will receive a godot.Node.notificationProcess
on every drawn frame (and the godot.Node._Process
callback will be called if exists). Enabled automatically if godot.Node._Process
is overridden. Any calls to this before godot.Node._Ready
will be ignored.
setProcessInput(enable:Bool):Void
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if godot.Node._Input
is overridden. Any calls to this before godot.Node._Ready
will be ignored.
setProcessInternal(enable:Bool):Void
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal godot.Node._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 (godot.Node.setProcess
). 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.
setProcessUnhandledInput(enable:Bool):Void
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 godot.Control
). Enabled automatically if godot.Node._UnhandledInput
is overridden. Any calls to this before godot.Node._Ready
will be ignored.
setProcessUnhandledKeyInput(enable:Bool):Void
Enables unhandled key input processing. Enabled automatically if godot.Node._UnhandledKeyInput
is overridden. Any calls to this before godot.Node._Ready
will be ignored.
setSceneInstanceLoadPlaceholder(loadPlaceholder:Bool):Void
Sets whether this is an instance load placeholder. See godot.InstancePlaceholder
.
updateConfigurationWarning():Void
Updates the warning displayed for this node in the Scene Dock.
Use godot.Node._GetConfigurationWarning
to setup the warning message to display.