Base dialog for user notification.
Sprite node that can use multiple textures for animation.
2D sprite node in 3D world, that can use multiple 2D textures for animation.
Proxy texture for simple frame-based animations.
Contains data used to animate everything in the engine.
Base resource for AnimationTree nodes.
Blends two animations additively inside of an AnimationNodeBlendTree.
Blends two of three animations additively inside of an AnimationNodeBlendTree.
Input animation to use in an AnimationNodeBlendTree.
Blends two animations linearly inside of an AnimationNodeBlendTree.
Blends two of three animations linearly inside of an AnimationNodeBlendTree.
Blends linearly between two of any number of AnimationNode of any type placed on a virtual axis.
Blends linearly between three AnimationNode of any type placed in a 2D space.
AnimationTree node resource that contains many blend type nodes.
Plays an animation once in AnimationNodeBlendTree.
Generic output node to be added to AnimationNodeBlendTree.
State machine for control of animations.
Playback control for AnimationNodeStateMachine.
A time-scaling animation node to be used with AnimationTree.
A time-seeking animation node to be used with AnimationTree.
A generic animation transition node for AnimationTree.
Container and player of Animation resources.
A node to be used for advanced animation transitions in an AnimationPlayer.
Deprecated. Animation player that uses a node graph for blending animations. Superseded by AnimationTree.
General-purpose area node for detection and 3D physics influence.
2D area for detection and 2D physics influence.
Mesh type that provides utility for constructing a surface from arrays.
An anchor point in AR space.
A camera node with a few overrules for AR/VR applied, such as location tracking.
A spatial node representing a spatially-tracked controller.
Base class for an AR/VR interface implementation.
GDNative wrapper for an ARVR interface.
The origin point in AR/VR.
A tracked object.
Server for AR and VR features.
Container that preserves its child controls' aspect ratio.
An implementation of A* to find the shortest paths among connected points in space.
AStar class representation that uses 2D vectors as edges.
Crops out one part of a texture, such as a texture from a texture atlas.
Stores information about the audio buses.
Audio effect for audio.
Adds an amplifying audio effect to an audio bus. Increases or decreases the volume of the selected audio bus.
Adds a band limit filter to the audio bus.
Adds a band pass filter to the audio bus.
Captures audio from an audio bus in real-time.
Adds a chorus audio effect.
Adds a compressor audio effect to an audio bus. Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume.
Adds a delay audio effect to an audio bus. Plays input signal back after a period of time. Two tap delay and feedback options.
Adds a distortion audio effect to an Audio bus. Modify the sound to make it distorted.
Base class for audio equalizers. Gives you control over frequencies. Use it to create a custom equalizer if AudioEffectEQ6, AudioEffectEQ10 or AudioEffectEQ21 don't fit your needs.
Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 31 Hz to 16000 Hz. Each frequency can be modulated between -60/+24 dB.
Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 22 Hz to 22000 Hz. Each frequency can be modulated between -60/+24 dB.
Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz. Each frequency can be modulated between -60/+24 dB.
Adds a filter to the audio bus.
Adds a high-pass filter to the Audio Bus.
Reduces all frequencies above the AudioEffectFilter.cutoffHz.
Adds a soft-clip limiter audio effect to an Audio bus.
Adds a low-pass filter to the Audio bus.
Reduces all frequencies below the AudioEffectFilter.cutoffHz.
Adds a notch filter to the Audio bus.
Adds a panner audio effect to an Audio bus. Pans sound left or right.
Adds a phaser audio effect to an Audio bus. Combines the original signal with a copy that is slightly out of phase with the original.
Adds a pitch-shifting audio effect to an Audio bus. Raises or lowers the pitch of original sound.
Audio effect used for recording sound from a microphone.
Adds a reverberation audio effect to an Audio bus. Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
Server interface for low-level audio access.
Base class for audio streams.
MP3 audio stream driver.
OGG Vorbis audio stream driver.
Meta class for playing back audio.
Plays back audio non-positionally.
Plays positional sound in 2D space.
Plays positional sound in 3D space.
Plays audio with random pitch shifting.
Stores audio data loaded from WAV files.
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the texture(SCREEN_TEXTURE, ...) function.
Prerendered indirect light map for a scene.
Base class for different kinds of buttons.
Boolean matrix.
Renders text using fonts under the url=https://www.angelcode.com/products/bmfont/BMFont/url format. Handles files with the .fnt extension.
Joint used with Skeleton2D to control and animate other nodes.
A node that will attach to a bone.
Base class for box containers.
Box shape resource.
Standard themed Button.
Group of Buttons.
Camera node, displays from a point of view.
Camera node for 2D scenes.
A camera feed gives you access to a single physical camera attached to your device.
Server keeping track of different cameras accessible in Godot.
Texture provided by a CameraFeed.
Base class of anything 2D.
A material for CanvasItems.
Canvas drawing layer.
Tint the entire canvas.
Class representing a capsule-shaped PrimitiveMesh.
Capsule shape for collisions.
Capsule shape for 2D collisions.
Keeps children controls centered.
Controls how an individual character will be displayed in a RichTextEffect.
Binary choice user interface widget. See also CheckButton.
Checkable button. See also CheckBox.
Circular shape for 2D collisions.
Class information repository.
A Camera that includes collision.
Base node for collision objects.
Base node for 2D collision objects.
Editor-only class for defining a collision polygon in 3D space.
Defines a 2D collision polygon.
Node that represents collision shape data in 3D space.
Node that represents collision shape data in 2D space.
Color picker control.
Button that pops out a ColorPicker.
Colored rectangle.
Concave polygon shape.
Concave polygon 2D shape resource for physics.
A twist joint between two 3D PhysicsBodies.
Helper class to handle INI-style files.
Dialog for confirmation of actions.
Base node for containers.
All user interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent.
Convex polygon shape for 3D physics.
Convex polygon shape for 2D physics.
Public import for all core types
CPU-based 3D particle emitter.
CPU-based 2D particle emitter.
Access to advanced cryptographic functionalities.
A cryptographic key (RSA).
A CSG Box shape.
A CSG node that allows you to combine other CSG modifiers.
A CSG Cylinder shape.
A CSG Mesh shape that uses a mesh resource.
Extrudes a 2D polygon shape to create a 3D mesh.
Base class for CSG primitives.
The CSG base class.
A CSG Sphere shape.
A CSG Torus shape.
A CubeMap is a 6-sided 3D texture.
Generate an axis-aligned cuboid PrimitiveMesh.
A mathematic curve.
Describes a Bézier curve in 2D space.
Describes a Bézier curve in 3D space.
A texture that shows a curve.
Class representing a cylindrical PrimitiveMesh.
Cylinder shape for collisions.
Utilities needed for communication between Godot and D.
Damped spring constraint for 2D physics.
Directional light from a distance, as from the Sun.
Type used to handle the filesystem.
Helper class to implement a DTLS server.
DynamicFont renders vector font files at runtime.
Used with DynamicFont to describe the location of a font file.
A script that is executed when exporting the project.
An editor feature profile which can be used to disable specific features.
A modified version of FileDialog used by the editor.
Resource filesystem, as the editor sees it.
A directory for the resource filesystem.
Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
A tab used to edit properties of the selected node.
Plugin for adding custom property editors on inspector.
Godot editor's interface.
Used by the editor to extend its functionality.
Custom control to edit properties for adding into the inspector.
Helper to generate previews of resources or files.
Custom generator of previews.
Imports scenes from third-parties' 3D files.
FBX 3D asset importer.
Post-processes scenes after import.
Base script that can be used to add extension functions to the editor.
Manages the SceneTree selection in the editor.
Object that holds the project-independent editor settings.
Custom gizmo for editing Spatial objects.
Used by the editor to define Spatial gizmo types.
Version Control System (VCS) interface which reads and writes to the local VCS in use.
Holds a reference to an GodotObject's instance ID.
Access to engine properties.
Resource for environment nodes (like WorldEnvironment) that define multiple rendering options.
A class that stores an expression you can execute.
Enable OpenGL ES external texture extension.
Type to handle file reading and writing operations.
Dialog for selecting files or directories in the filesystem.
Internationalized font and text drawing support.
Reference to a function in an object.
An external library containing functions or script classes to use in Godot.
A script implemented in the GDScript programming language.
State of a function call after yielding.
The generic 6-degrees-of-freedom joint can implement a variety of joint types by locking certain axes' rotation or translation.
Helper node to calculate generic geometry operations.
Base node for geometry-based visual instances.
Real-time global illumination (GI) probe.
A color interpolator resource which can be used to generate colors between user-defined color points.
Gradient-filled texture.
GraphEdit is an area capable of showing various GraphNodes. It manages connection events between them.
A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types.
Grid container used to arrange Control-derived children in a grid like layout.
Node for 3D tile-based maps.
Groove constraint for 2D physics.
Context to compute cryptographic hashes over multiple iterations.
Horizontal box container.
Height map shape for 3D physics (Bullet only).
A hinge between two 3D PhysicsBodies.
Horizontal scroll bar.
Horizontal separator.
Horizontal slider.
Horizontal split container.
Low-level hyper-text transfer protocol client.
A node with the ability to send HTTP(S) requests.
Image datatype.
Draws simple geometry from code.
A singleton that deals with inputs.
Generic input event.
Input event type for actions.
Base class for touch control gestures.
Input event for gamepad buttons.
Input event type for gamepad joysticks and other motions. For buttons, see InputEventJoypadButton.
Input event type for keyboard events.
Base input event type for mouse events.
Input event type for mouse button events.
Input event type for mouse motion events.
Input event type for screen drag events. Only available on mobile devices.
Input event type for screen touch events. (only available on mobile devices)
Base class for keys events with modifiers.
Singleton that manages InputEventAction.
Placeholder for the root Node of a PackedScene.
Deprecated. Camera which moves toward another node.
Internet protocol (IP) support functions such as DNS resolution.
Control that provides a list of selectable items (and/or icons) in a single column, or optionally in multiple columns.
Singleton that connects the engine with the browser's JavaScript context in HTML5 export.
Base class for all 3D joints.
Base node for all joint constraints in 2D physics.
Helper class for parsing JSON data.
Data class wrapper for decoded JSON.
A helper to handle dictionaries which look like JSONRPC documents.
Kinematic body 3D node.
Kinematic body 2D node.
Collision data for KinematicBody collisions.
Collision data for KinematicBody2D collisions.
Displays plain text in a line or wrapped inside a rectangle. For formatted text, use RichTextLabel.
Deprecated. A Texture capable of storing many smaller textures with offsets.
Provides a base class for different kinds of light nodes.
Casts light in a 2D environment.
Occludes light cast by a Light2D, casting shadows.
A 2D line.
Control that provides single-line string editing.
Line shape for 2D collisions.
Simple button used to represent a link to some resource.
Overrides the location sounds are heard from.
Abstract base class for the game's main loop.
Simple margin container.
Data transformation (marshalling) and encoding helpers.
Abstract base Resource for coloring and shading geometry.
Special button that brings up a PopupMenu when clicked.
A Resource that contains vertex array-based geometry.
Helper tool to access and edit Mesh data.
Node that instances meshes into a scenario.
Node used for displaying a Mesh in 2D.
Library of meshes.
Simple texture that uses a mesh to draw itself.
Generic mobile VR implementation.
Provides high-performance mesh instancing.
Node that instances a MultiMesh.
Node that instances a MultiMesh in 2D.
High-level multiplayer API.
A synchronization mutex (mutual exclusion).
Mesh-based navigation and pathfinding node.
2D navigation and pathfinding node.
A node that has methods to draw outlines or use indices of vertices to create navigation polygons.
PacketPeer implementation using the url=http://enet.bespin.org/index.htmlENet/url library.
A high-level network interface to simplify multiplayer interactions.
Scalable texture-based frame that tiles the texture's centers and sides, but keeps the corners' original size. Perfect for panels and dialog boxes.
Base class for all scene objects.
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
OpenSimplexNoise filled texture.
Base class for all non-built-in types.
Defines a 2D polygon for LightOccluder2D.
Omnidirectional light, such as a light bulb or a candle.
Noise generator based on Open Simplex.
Button control that provides selectable options when pressed.
Operating System functions.
Reference version of PackedDataContainer.
An abstraction of a serialized scene.
Abstraction and base class for packet-based protocols.
DTLS packet peer.
Wrapper to use a PacketPeer over a StreamPeer.
UDP packet peer.
Provides an opaque background for Control children.
Panel container type.
A type of Sky used to draw a background texture.
A node used to create a parallax scrolling background.
A parallax scrolling layer to be used with ParallaxBackground.
GPU-based 3D particle emitter.
GPU-based 2D particle emitter.
Particle properties for Particles and Particles2D nodes.
Contains a Curve3D path for PathFollow nodes to follow.
Contains a Curve2D path for PathFollow2D nodes to follow.
Point sampler for a Path.
Point sampler for a Path2D.
Creates packages that can be loaded into a running project.
Exposes performance-related data.
Optimized translation.
Direct access object to a physics body in the Physics2DServer.
Direct access object to a space in the Physics2DServer.
Server interface for low-level 2D physics access.
Parameters to be sent to a 2D shape physics query.
Result of a 2D shape query in Physics2DServer.
Base class for all objects affected by physics in 3D space.
Base class for all objects affected by physics in 2D space.
Direct access object to a physics body in the PhysicsServer.
Direct access object to a space in the PhysicsServer.
A material for physics properties.
Server interface for low-level physics access.
Parameters to be sent to a 3D shape physics query.
Result of a 3D shape query in PhysicsServer.
Pin joint for 3D PhysicsBodies.
Pin Joint for 2D shapes.
Class representing a planar PrimitiveMesh.
Infinite plane shape for 3D collisions.
Mesh with a single Point primitive.
A 2D polygon.
Base container control for popups and dialogs.
Base class for popup dialogs.
PopupMenu displays a list of options.
Class for displaying popups with a panel background.
Generic 2D position hint for editing.
Generic 3D position hint for editing.
Base class for all primitive meshes. Handles applying a Material to a primitive mesh.
Class representing a prism-shaped PrimitiveMesh.
Type of Sky that is generated procedurally based on user input parameters.
General-purpose progress bar.
Contains global variables accessible from everywhere.
General-purpose proximity detection node.
Class representing a square mesh.
A class for generating pseudo-random numbers.
Abstract base class for range-based controls.
Query the closest object intersecting a ray.
Query the closest object intersecting a ray.
Ray shape for 3D collisions.
Ray shape for 2D collisions.
Rectangle shape for 2D collisions.
Base class for reference-counted objects.
Reference frame for GUI.
Captures its surroundings to create reflections.
Class for searching text for patterns using regular expressions.
Contains the results of a RegEx search.
RemoteTransform pushes its own Transform to another Spatial derived Node in the scene.
RemoteTransform2D pushes its own Transform2D to another CanvasItem derived Node in the scene.
Base class for all resources.
Loads a specific resource type from a file.
Saves a specific resource type to a file.
Interactive Resource loader.
Singleton used to load resource files.
Resource Preloader Node.
Singleton for saving Godot-specific resource types.
A custom effect for use with RichTextLabel.
Label that displays rich text.
Physics Body whose position is determined through physics simulation in 3D space.
A body that is controlled by the 2D physics engine.
Editor-only helper for setting up root motion in AnimationTree.
A script interface to a scene file's data.
Manages the game loop via a hierarchy of nodes.
One-shot timer.
A class stored as a resource.
The Editor's popup dialog for creating new Script files.
Godot editor's script editor.
Base class for scroll bars.
A helper node for displaying scrollable elements such as lists.
Segment shape for 2D collisions.
A synchronization semaphore.
Base class for separators.
A custom shader program.
A material that uses a custom Shader program.
Base class for all 3D shape resources.
Base class for all 2D shapes.
A shortcut for binding input.
Skeleton for characters and animated objects.
Skeleton for 2D characters and animated objects.
SkeletonIK is used to place the end bone of a Skeleton bone chain at a certain point in 3D by rotating all bones in the chain accordingly.
The base class for PanoramaSky and ProceduralSky.
Base class for GUI sliders.
Slider between two PhysicsBodies in 3D.
A soft mesh physics body.
Most basic 3D game object, parent of all 3D-related nodes.
Default 3D rendering material.
Class representing a spherical PrimitiveMesh.
Sphere shape for 3D collisions.
Numerical input text field.
Container for splitting and adjusting.
A spotlight, such as a reflector spotlight or a lantern.
A helper node, mostly used in 3rd person cameras.
General-purpose sprite node.
2D sprite node in a 3D world.
2D sprite node in 3D environment.
Sprite frame library for AnimatedSprite.
Static body for 3D physics.
Static body for 2D physics.
Abstraction and base class for stream-based protocols.
SSL stream peer.
TCP stream peer.
A .stex texture.
Base class for drawing stylized boxes for the UI.
Empty stylebox (does not display anything).
Customizable StyleBox with a given set of parameters (no texture required).
StyleBox that displays a single line.
Texture-based nine-patch StyleBox.
Helper tool to create geometry.
Tabbed container.
Tabs control.
A TCP server.
Multiline text editing control.
Texture for 2D and 3D.
Texture with 3 dimensions.
Array of textures stored in a single primitive.
Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
Base class for 3D texture types.
Texture-based progress bar. Useful for loading screens and life or stamina bars.
Control for drawing textures.
Theme for controls.
A unit of execution in a process.
Node for 2D tile-based maps.
Tile library for tilemaps.
A countdown timer.
Flat button helper class.
Button for touch screen devices for gameplay use.
Language Translation.
Server that manages all translations.
Control to show a tree of items.
Control for a single item inside a Tree.
Internal mesh type.
Smoothly animates a node's properties over time.
Helper class to implement a UDP server.
Helper to manage undo/redo operations in the editor or custom tools.
UPNP network functions.
UPNP device.
Package of misc utilities for working with the Godot API more comfortably.
Vertical box container.
Physics body that simulates the behavior of a car.
Physics object that simulates the behavior of a wheel.
Control for playing video streams.
Base resource for video streams.
VideoStream resource for for video formats implemented via GDNative.
VideoStream resource for Ogg Theora videos.
VideoStream resource for WebM videos.
Creates a sub-view into the screen.
Control for holding Viewports.
Texture which displays the content of a Viewport.
Enables certain nodes only when approximately visible.
Enables certain nodes only when approximately visible.
Detects approximately when the node is visible on screen.
Detects approximately when the node is visible on screen.
Parent of all visual 3D nodes.
A script implemented in the Visual Script programming environment.
A Visual Script node representing a constant from the base types.
A Visual Script node used to call built-in functions.
Gets a constant from a given class.
A Visual Script node used to annotate the script.
A Visual Script Node used to create array from a list of items.
A Visual Script node which branches the flow.
Gets a contant's value.
A Visual Script node which calls a base type constructor.
A scripted Visual Script node.
A Visual Script node which deconstructs a base type instance into its parts.
Emits a specified signal.
A Visual Script node returning a singleton from @GlobalScope.
Steps through items in a given input.
A Visual Script virtual class for in-graph editable nodes.
Gets a local variable's value.
Changes a local variable's value.
Commonly used mathematical constants.
A node which is part of a VisualScript.
Creates a new Resource or loads one from the filesystem.
Exits a function and returns an optional value.
Node reference.
Chooses between two input values.
Outputs a reference to the current instance.
Executes a series of Sequence ports.
Branches program flow based on a given input's value.
Gets a variable's value.
Changes a variable's value.
Conditional loop.
Server for anything visible.
A custom shader program with a visual editor.
Base class for nodes in a visual shader graph.
A boolean constant to be used within the visual shader graph.
A boolean uniform to be used within the visual shader graph.
A Color constant to be used within the visual shader graph.
A Color function to be used within the visual shader graph.
A Color operator to be used within the visual shader graph.
A Color uniform to be used within the visual shader graph.
A comparison function for common types within the visual shader graph.
A CubeMap sampling node to be used within the visual shader graph.
A CubeMap uniform node to be used within the visual shader graph.
Virtual class to define custom VisualShaderNodes for use in the Visual Shader Editor.
Calculates the determinant of a Transform within the visual shader graph.
Calculates a dot product of two vectors within the visual shader graph.
A custom visual shader graph expression written in Godot Shading Language.
Returns the vector that points in the same direction as a reference vector within the visual shader graph.
A Fresnel effect to be used within the visual shader graph.
A custom global visual shader graph expression written in Godot Shading Language.
Base class for a family of nodes with variable amount of input and output ports within the visual shader graph.
A boolean comparison operator to be used within the visual shader graph.
Calculates an outer product of two vectors within the visual shader graph.
Represents the output shader parameters within the visual shader graph.
Clamps a scalar value within the visual shader graph.
Calculates a scalar derivative within the visual shader graph.
Linearly interpolates between two scalars within the visual shader graph.
Calculates a scalar SmoothStep function within the visual shader graph.
A boolean/scalar function for use within the visual shader graph.
A boolean/vector function for use within the visual shader graph.
Performs a texture lookup within the visual shader graph.
Performs a uniform texture lookup within the visual shader graph.
Performs a uniform texture lookup with triplanar within the visual shader graph.
Composes a Transform from four Vector3s within the visual shader graph.
A Transform constant for use within the visual shader graph.
Decomposes a Transform into four Vector3s within the visual shader graph.
Computes a Transform function within the visual shader graph.
Multiplies Transform by Transform within the visual shader graph.
A Transform uniform for use within the visual shader graph.
Multiplies a Transform and a Vector3 within the visual shader graph.
A base type for the uniforms within the visual shader graph.
A reference to an existing VisualShaderNodeUniform.
A Vector3 constant to be used within the visual shader graph.
A Vector3 uniform to be used within the visual shader graph.
Clamps a vector value within the visual shader graph.
Composes a Vector3 from three scalars within the visual shader graph.
Decomposes a Vector3 into three scalars within the visual shader graph.
Calculates a vector derivative within the visual shader graph.
Returns the distance between two points. To be used within the visual shader graph.
A vector function to be used within the visual shader graph.
Linearly interpolates between two vectors within the visual shader graph.
Returns the length of a Vector3 within the visual shader graph.
A vector operator to be used within the visual shader graph.
Returns the Vector3 that points in the direction of refraction. For use within the visual shader graph.
Linearly interpolates between two vectors using a scalar. For use within the visual shader graph.
Calculates a vector SmoothStep function using scalar within the visual shader graph.
Calculates a vector Step function within the visual shader graph.
Calculates a vector SmoothStep function within the visual shader graph.
Vertical scroll bar.
Vertical version of Separator.
Vertical slider.
Vertical split container.
Holds an GodotObject, but does not contribute to the reference count if the object is a reference.
A simple interface to create a peer-to-peer mesh network composed of WebRTCPeerConnection that is compatible with the MultiplayerAPI.
Interface to a WebRTC peer connection.
A WebSocket client implementation.
Base class for WebSocket server and client.
A class representing a specific WebSocket connection.
A WebSocket server implementation.
AR/VR interface using WebXR.
Base class for window dialogs.
Class that has everything pertaining to a world.
Class that has everything pertaining to a 2D world.
Default environment properties for the entire scene (post-processing effects, lighting and background settings).
An X509 certificate (e.g. for SSL).
Low-level class for creating parsers for url=https://en.wikipedia.org/wiki/XMLXML/url files.
Sort all child nodes based on their Y positions.