- getName
String getName(int idx)
Undocumented in source. Be warned that the author may not have intended to support it.
- getNameCount
int getNameCount()
Undocumented in source. Be warned that the author may not have intended to support it.
- getSubname
String getSubname(int idx)
Undocumented in source. Be warned that the author may not have intended to support it.
- getSubnameCount
int getSubnameCount()
Undocumented in source. Be warned that the author may not have intended to support it.
- isAbsolute
bool isAbsolute()
Undocumented in source. Be warned that the author may not have intended to support it.
- isEmpty
bool isEmpty()
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(NodePath other)
Undocumented in source. Be warned that the author may not have intended to support it.
- split
NodePath[2] split()
Splits a NodePath into a main node path and a property subpath (starting
with a ':'). The second element is left empty if there is no property.
- str
String str()
Undocumented in source. Be warned that the author may not have intended to support it.
A pre-parsed relative or absolute path in a scene tree, for use with Node.getNode and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, "Path2D/PathFollow2D/Sprite:texture:size" would refer to the size property of the texture resource on the node named “Sprite” which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.
Exporting a NodePath variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A NodePath is made up of a list of node names, a list of “subnode” (resource) names, and the name of a property in the final node or resource.