Node

Base class for all scene objects.

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 SceneTree contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its _enterTree callback is triggered. Child nodes are always added after their parent node, i.e. the _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 NOTIFICATION_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: _enterTree of the parent, _enterTree 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 with setProcess) happens as fast as possible and is dependent on the frame rate, so the processing time delta is passed as an argument. Physics processing (callback _physicsProcess, toggled with 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 _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 _unhandledInput function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI 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 setOwner. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. Finally, when a node is freed with GodotObject.free or 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 addToGroup, isInGroup and removeFromGroup. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on SceneTree. Networking with nodes: After connecting to a server (or making one, see NetworkedMultiplayerENet) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling 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 NodePath (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.

@GodotBaseClass
struct Node {}

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Enums

Constants
enum Constants
DuplicateFlags
enum DuplicateFlags
PauseMode
enum PauseMode

Functions

_enterTree
void _enterTree()

Called when the node enters the SceneTree (e.g. upon instancing, scene changing, or after calling addChild in a script). If the node has children, its _enterTree callback will be called first, and then that of the children. Corresponds to the NOTIFICATION_ENTER_TREE notification in GodotObject._notification.

_exitTree
void _exitTree()

Called when the node is about to leave the SceneTree (e.g. upon freeing, scene changing, or after calling removeChild in a script). If the node has children, its _exitTree callback will be called last, after all its children have left the tree. Corresponds to the NOTIFICATION_EXIT_TREE notification in GodotObject._notification and signal treeExiting. To get notified when the node has already left the active tree, connect to the treeExited

_getConfigurationWarning
String _getConfigurationWarning()
_getImportPath
NodePath _getImportPath()
_input
void _input(InputEvent event)

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 setProcessInput. To consume the input event and stop it propagating further to other nodes, SceneTree.setInputAsHandled can be called. For gameplay input, _unhandledInput and _unhandledKeyInput are usually a better fit as they allow the GUI to intercept the events first.

_physicsProcess
void _physicsProcess(double delta)

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. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with setPhysicsProcess. Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in GodotObject._notification.

_process
void _process(double delta)

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. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with setProcess. Corresponds to the NOTIFICATION_PROCESS notification in GodotObject._notification.

_ready
void _ready()

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 the NOTIFICATION_READY notification in GodotObject._notification. See also the onready keyword for variables. Usually used for initialization. For even earlier initialization, GodotObject._init may be used. Also see _enterTree.

_setImportPath
void _setImportPath(NodePathArg0 import_path)
_unhandledInput
void _unhandledInput(InputEvent event)

Called when an InputEvent 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 with setProcessUnhandledInput. To consume the input event and stop it propagating further to other nodes, SceneTree.setInputAsHandled can be called. For gameplay input, this and _unhandledKeyInput are usually a better fit than _input as they allow the GUI to intercept the events first.

_unhandledKeyInput
void _unhandledKeyInput(InputEventKey event)

Called when an InputEventKey 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 with setProcessUnhandledKeyInput. To consume the input event and stop it propagating further to other nodes, SceneTree.setInputAsHandled can be called. For gameplay input, this and _unhandledInput are usually a better fit than _input as they allow the GUI to intercept the events first.

addChild
void addChild(GodotObject node, bool legible_unique_name)

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. Setting "legible_unique_name" true creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.

addChildBelowNode
void addChildBelowNode(GodotObject node, GodotObject child_node, bool legible_unique_name)

Adds a child node. The child is placed below the given node in the list of children. Setting "legible_unique_name" true creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.

addToGroup
void addToGroup(StringArg0 group, bool persistent)

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 isInsideTree). See notes in the description, and the group methods in SceneTree.

canProcess
bool canProcess()

Returns true if the node can process while the scene tree is paused (see setPauseMode). Always returns true if the scene tree is not paused, and false if the node is not in the tree. FIXME: Why FAIL_COND?

duplicate
Node duplicate(long flags)

Duplicates the node, returning a new node. You can fine-tune the behavior using the flags. See DUPLICATE_* constants.

findNode
Node findNode(StringArg0 mask, bool recursive, bool owned)

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 '.'). Note that 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 script, because those scenes don't have an owner.

findParent
Node findParent(StringArg0 mask)

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 that it does not match against the full path, just against individual node names.

getChild
Node getChild(long idx)

Returns a child node by its index (see getChildCount). This method is often used for iterating all children of a node. To access a child node via its name, use getNode.

getChildCount
long getChildCount()

Returns the number of child nodes.

getChildren
Array getChildren()

Returns an array of references to node's children.

getCustomMultiplayer
Ref!MultiplayerAPI getCustomMultiplayer()
getFilename
String getFilename()
getGroups
Array getGroups()

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

getIndex
long getIndex()

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

getMultiplayer
Ref!MultiplayerAPI getMultiplayer()
getName
String getName()
getNetworkMaster
long getNetworkMaster()

Returns the peer ID of the network master for this node. See setNetworkMaster.

getNode
Node getNode(NodePathArg0 path)

Fetches a node. The 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 attempts to access it 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 isInsideTree). Example: Assume your current node is Character and the following tree:

getNodeAndResource
Array getNodeAndResource(NodePathArg0 path)
getOwner
Node getOwner()
getParent
Node getParent()

Returns the parent node of the current node, or an empty Node if the node lacks a parent.

getPath
NodePath getPath()

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

getPathTo
NodePath getPathTo(GodotObject node)

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.

getPauseMode
Node.PauseMode getPauseMode()
getPhysicsProcessDeltaTime
double getPhysicsProcessDeltaTime()

Returns the time elapsed since the last physics-bound frame (see _physicsProcess). This is always a constant value in physics processing unless the frames per second is changed in OS.

getPositionInParent
long getPositionInParent()

Returns the node's order in the scene tree branch. For example, if called on the first child node the position is 0.

getProcessDeltaTime
double getProcessDeltaTime()

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

getSceneInstanceLoadPlaceholder
bool getSceneInstanceLoadPlaceholder()

Returns true if this is an instance load placeholder. See InstancePlaceholder.

getTree
SceneTree getTree()

Returns the SceneTree that contains this node.

getViewport
Viewport getViewport()

Returns the node's Viewport.

hasNode
bool hasNode(NodePathArg0 path)

Returns true if the node that the NodePath points to exists.

hasNodeAndResource
bool hasNodeAndResource(NodePathArg0 path)
isAParentOf
bool isAParentOf(GodotObject node)

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

isDisplayedFolded
bool isDisplayedFolded()

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

isGreaterThan
bool isGreaterThan(GodotObject node)

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

isInGroup
bool isInGroup(StringArg0 group)

Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.

isInsideTree
bool isInsideTree()

Returns true if this node is currently inside a SceneTree.

isNetworkMaster
bool isNetworkMaster()

Returns true if the local system is the master of this node.

isPhysicsProcessing
bool isPhysicsProcessing()

Returns true if physics processing is enabled (see setPhysicsProcess).

isPhysicsProcessingInternal
bool isPhysicsProcessingInternal()

Returns true if internal physics processing is enabled (see setPhysicsProcessInternal).

isProcessing
bool isProcessing()

Returns true if processing is enabled (see setProcess).

isProcessingInput
bool isProcessingInput()

Returns true if the node is processing input (see setProcessInput).

isProcessingInternal
bool isProcessingInternal()

Returns true if internal processing is enabled (see setProcessInternal).

isProcessingUnhandledInput
bool isProcessingUnhandledInput()

Returns true if the node is processing unhandled input (see setProcessUnhandledInput).

isProcessingUnhandledKeyInput
bool isProcessingUnhandledKeyInput()

Returns true if the node is processing unhandled key input (see setProcessUnhandledKeyInput).

moveChild
void moveChild(GodotObject child_node, long to_position)

Moves a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.

opAssign
Node opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(Node other)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
printStrayNodes
void printStrayNodes()

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

printTree
void printTree()

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 getNode function. Example output:

printTreePretty
void printTreePretty()

Similar to 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:

propagateCall
void propagateCall(StringArg0 method, Array args, bool parent_first)

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 then the method will be called on the current node first, then on all children. If it is false then the children will be called first.

propagateNotification
void propagateNotification(long what)

Notifies the current node and all its children recursively by calling notification() on all of them.

queueFree
void queueFree()

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 GodotObject.free. Use GodotObject.isQueuedForDeletion to check whether a node will be deleted at the end of the frame.

raise
void raise()

Moves this node to the top of the array of nodes of the parent node. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree.

removeAndSkip
void removeAndSkip()

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
void removeChild(GodotObject node)

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

removeFromGroup
void removeFromGroup(StringArg0 group)

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

replaceBy
void replaceBy(GodotObject node, bool keep_data)

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

requestReady
void requestReady()

Requests that _ready be called again.

rpc
Variant rpc(StringArg0 method, VarArgs varArgs)

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 NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see rpcConfig. Methods are not exposed to RPCs by default. Also see rset and rsetConfig for properties. Returns an empty Variant. Note that you can only safely use RPCs on clients after you received the connected_to_server signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED.

rpcConfig
void rpcConfig(StringArg0 method, long mode)

Changes the RPC mode for the given method to the given mode. See 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). Also see rset and rsetConfig for properties.

rpcId
Variant rpcId(long peer_id, StringArg1 method, VarArgs varArgs)

Sends a rpc to a specific peer identified by peer_id (see NetworkedMultiplayerPeer.setTargetPeer). Returns an empty Variant.

rpcUnreliable
Variant rpcUnreliable(StringArg0 method, VarArgs varArgs)

Sends a rpc using an unreliable protocol. Returns an empty Variant.

rpcUnreliableId
Variant rpcUnreliableId(long peer_id, StringArg1 method, VarArgs varArgs)

Sends a rpc to a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.setTargetPeer). Returns an empty Variant.

rset
void rset(StringArg0 property, VariantArg1 value)

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

rsetConfig
void rsetConfig(StringArg0 property, long mode)

Changes the RPC mode for the given property to the given mode. See 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). Also see rpc and rpcConfig for methods.

rsetId
void rsetId(long peer_id, StringArg1 property, VariantArg2 value)

Remotely changes the property's value on a specific peer identified by peer_id (see NetworkedMultiplayerPeer.setTargetPeer).

rsetUnreliable
void rsetUnreliable(StringArg0 property, VariantArg1 value)

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

rsetUnreliableId
void rsetUnreliableId(long peer_id, StringArg1 property, VariantArg2 value)

Remotely changes property's value on a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.setTargetPeer).

setCustomMultiplayer
void setCustomMultiplayer(MultiplayerAPI api)
setDisplayFolded
void setDisplayFolded(bool fold)

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

setFilename
void setFilename(StringArg0 filename)
setName
void setName(StringArg0 name)
setNetworkMaster
void setNetworkMaster(long id, bool recursive)

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.

setOwner
void setOwner(GodotObject owner)
setPauseMode
void setPauseMode(long mode)
setPhysicsProcess
void setPhysicsProcess(bool enable)

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see OS to change) interval (and the _physicsProcess callback will be called if exists). Enabled automatically if _physicsProcess is overridden. Any calls to this before _ready will be ignored.

setPhysicsProcessInternal
void setPhysicsProcessInternal(bool enable)

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal _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 (setPhysicsProcess). Only useful for advanced uses to manipulate built-in nodes behaviour.

setProcess
void setProcess(bool enable)

Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_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.

setProcessInput
void setProcessInput(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.

setProcessInternal
void setProcessInternal(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 (setProcess). Only useful for advanced uses to manipulate built-in nodes behaviour.

setProcessPriority
void setProcessPriority(long priority)
setProcessUnhandledInput
void setProcessUnhandledInput(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 a Control). Enabled automatically if _unhandledInput is overridden. Any calls to this before _ready will be ignored.

setProcessUnhandledKeyInput
void setProcessUnhandledKeyInput(bool enable)

Enables unhandled key input processing. Enabled automatically if _unhandledKeyInput is overridden. Any calls to this before _ready will be ignored.

setSceneInstanceLoadPlaceholder
void setSceneInstanceLoadPlaceholder(bool load_placeholder)

Sets whether this is an instance load placeholder. See InstancePlaceholder.

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

_importPath
NodePath _importPath [@property getter]
NodePath _importPath [@property setter]
customMultiplayer
MultiplayerAPI customMultiplayer [@property getter]
MultiplayerAPI customMultiplayer [@property setter]

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

editorDisplayFolded
bool editorDisplayFolded [@property getter]
bool editorDisplayFolded [@property setter]
filename
String filename [@property getter]
String filename [@property setter]

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

multiplayer
MultiplayerAPI multiplayer [@property getter]

The MultiplayerAPI instance associated with this node. Either the customMultiplayer, or the default SceneTree one (if inside tree).

name
String name [@property getter]
String name [@property setter]

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

owner
Node owner [@property getter]
GodotObject owner [@property setter]

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene) all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

pauseMode
Node.PauseMode pauseMode [@property getter]
long pauseMode [@property setter]

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

Static functions

_new
Node _new()
Undocumented in source. Be warned that the author may not have intended to support it.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

_classBinding
struct _classBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
ToRef as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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