Node

    Inherited By: AnimationPlayer, , AnimationTreePlayer, , CanvasItem, , EditorFileSystem, , EditorPlugin, , HTTPRequest, , NavigationAgent, , NavigationObstacle, , ResourcePreloader, , Spatial, , Tween, , WorldEnvironment

    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 and its _enter_tree callback is triggered. Child nodes are always added after their parent node, i.e. the 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 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: of the parent, _enter_tree of the children, 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 , toggled with set_process) 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 , toggled with set_physics_process) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.

    Nodes can also process input events. When present, the function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the _unhandled_input function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI 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 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 or queue_free, it will also free all its children.

    Groups: Nodes can be added to as many groups as you want to be easy to manage, you could create groups like “enemies” or “collectables” for example, depending on your game. See , is_in_group and . 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 ), 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 (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.

    Tutorials

    Properties

    void

    ( ) virtual

    void

    _exit_tree ( ) virtual

    _get_configuration_warning ( ) virtual

    void

    ( InputEvent event ) virtual

    void

    ( float delta ) virtual

    void

    ( float delta ) virtual

    void

    ( ) virtual

    void

    _unhandled_input ( event ) virtual

    void

    _unhandled_key_input ( event ) virtual

    void

    add_child ( node, bool legible_unique_name=false )

    void

    ( Node node, child_node, bool legible_unique_name=false )

    void

    ( String group, persistent=false )

    bool

    ( ) const

    SceneTreeTween

    ( )

    Node

    ( int flags=15 ) const

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

    Node

    ( String mask ) const

    get_child ( idx ) const

    int

    ( ) const

    Array

    ( ) const

    Array

    ( ) const

    int

    ( ) const

    int

    ( ) const

    Node

    ( NodePath path ) const

    get_node_and_resource ( path )

    Node

    ( NodePath path ) const

    get_parent ( ) const

    get_path ( ) const

    get_path_to ( node ) const

    float

    ( ) const

    int

    ( ) const

    float

    ( ) const

    bool

    ( ) const

    SceneTree

    ( ) const

    Viewport

    ( ) const

    bool

    ( NodePath path ) const

    has_node_and_resource ( path ) const

    bool

    ( Node node ) const

    is_displayed_folded ( ) const

    is_greater_than ( node ) const

    bool

    ( String group ) const

    is_inside_tree ( ) const

    is_network_master ( ) const

    is_physics_interpolated ( ) const

    is_physics_interpolated_and_enabled ( ) const

    is_physics_processing ( ) const

    is_physics_processing_internal ( ) const

    is_processing ( ) const

    is_processing_input ( ) const

    is_processing_internal ( ) const

    is_processing_unhandled_input ( ) const

    is_processing_unhandled_key_input ( ) const

    void

    ( Node child_node, to_position )

    void

    print_stray_nodes ( )

    void

    ( )

    void

    print_tree_pretty ( )

    void

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

    void

    ( int what )

    void

    ( )

    void

    raise ( )

    void

    void

    ( Node node )

    void

    ( String group )

    void

    ( Node node, keep_data=false )

    void

    request_ready ( )

    void

    ( )

    Variant

    ( String method, … ) vararg

    void

    ( String method, mode )

    Variant

    ( int peer_id, method, … ) vararg

    Variant

    ( String method, … ) vararg

    rpc_unreliable_id ( peer_id, String method, … ) vararg

    void

    ( String property, value )

    void

    rset_config ( property, RPCMode mode )

    void

    ( int peer_id, property, Variant value )

    void

    ( String property, value )

    void

    rset_unreliable_id ( peer_id, String property, value )

    void

    set_display_folded ( fold )

    void

    set_network_master ( id, bool recursive=true )

    void

    ( bool enable )

    void

    ( bool enable )

    void

    ( bool enable )

    void

    ( bool enable )

    void

    ( bool enable )

    void

    ( bool enable )

    void

    ( bool enable )

    void

    ( bool load_placeholder )

    void

    ( )

    Signals

    • child_entered_tree ( node )

    Emitted when a child node enters the scene tree, either because it entered on its own or because this node entered with it.

    This signal is emitted after the child node’s own NOTIFICATION_ENTER_TREE and .


    • child_exiting_tree ( Node node )

    Emitted when a child node is about to exit the scene tree, either because it is being removed or freed directly, or because this node is exiting the tree.

    When this signal is received, the child node is still in the tree and valid. This signal is emitted after the child node’s own and NOTIFICATION_EXIT_TREE.


    • ready ( )

    Emitted when the node is ready.


    • renamed ( )

    Emitted when the node is renamed.


    • tree_entered ( )

    Emitted when the node enters the tree.

    This signal is emitted after the related notification.


    • tree_exited ( )

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


    • tree_exiting ( )

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

    This signal is emitted before the related NOTIFICATION_EXIT_TREE notification.

    Enumerations

    enum PauseMode:

    • PAUSE_MODE_INHERIT = 0 —- Inherits pause mode from the node’s parent. For the root node, it is equivalent to PAUSE_MODE_STOP. Default.

    • PAUSE_MODE_STOP = 1 —- Stops processing when the is paused.

    • PAUSE_MODE_PROCESS = 2 —- Continue to process regardless of the SceneTree pause state.


    enum PhysicsInterpolationMode:

    • PHYSICS_INTERPOLATION_MODE_INHERIT = 0 —- Inherits physics interpolation mode from the node’s parent. For the root node, it is equivalent to . Default.

    • PHYSICS_INTERPOLATION_MODE_OFF = 1 —- Turn off physics interpolation in this node and children set to PHYSICS_INTERPOLATION_MODE_INHERIT.

    • PHYSICS_INTERPOLATION_MODE_ON = 2 —- Turn on physics interpolation in this node and children set to .


    enum DuplicateFlags:

    • DUPLICATE_SIGNALS = 1 —- Duplicate the node’s signals.

    • DUPLICATE_GROUPS = 2 —- Duplicate the node’s groups.

    • DUPLICATE_SCRIPTS = 4 —- Duplicate the node’s scripts.

    • DUPLICATE_USE_INSTANCING = 8 —- Duplicate using instancing.

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

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

    This notification is emitted before the related tree_entered.

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

    This notification is emitted after the related tree_exiting.

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

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

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

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

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

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

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

    Note: This doesn’t mean that a node entered the SceneTree.

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

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

    • NOTIFICATION_DRAG_BEGIN = 21 —- Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one.

    Can be triggered either by dragging a that provides drag data (see Control.get_drag_data) or using .

    Use Viewport.gui_get_drag_data to get the dragged data.

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

    Use to check if the drag succeeded.

    • NOTIFICATION_PATH_CHANGED = 23 —- Notification received when the node’s NodePath changed.

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

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

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

    • NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 28 —- Notification received when reset_physics_interpolation is called on the node or parent nodes.

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

    Implemented on desktop and web platforms.

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

    Implemented on desktop and web platforms.

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

    Implemented on all platforms.

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

    Implemented on all platforms.

    • NOTIFICATION_WM_QUIT_REQUEST = 1006 —- Notification received from the OS when a quit request is sent (e.g. closing the window with a “Close” button or Alt+F4).

    Implemented on desktop platforms.

    • NOTIFICATION_WM_GO_BACK_REQUEST = 1007 —- Notification received from the OS when a go back request is sent (e.g. pressing the “Back” button on Android).

    Specific to the Android platform.

    • NOTIFICATION_WM_UNFOCUS_REQUEST = 1008 —- Notification received from the OS when an unfocus request is sent (e.g. another OS window wants to take the focus).

    No supported platforms currently send this notification.

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

    Specific to the iOS platform.

    • NOTIFICATION_TRANSLATION_CHANGED = 1010 —- Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like .

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

    Specific to the macOS platform.

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

    Implemented on desktop platforms if the crash handler is enabled.

    Specific to the macOS platform.

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

    Specific to the Android platform.

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

    Specific to the Android platform.

    Property Descriptions

    • custom_multiplayer

    Setter

    set_custom_multiplayer(value)

    Getter

    get_custom_multiplayer()

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


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


    • multiplayer

    Getter

    get_multiplayer()

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


    Setter

    set_name(value)

    Getter

    get_name()

    The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

    Note: Auto-generated names might include the @ character, which is reserved for unique names when using . When setting the name manually, any @ will be removed.


    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 ), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

    Note: If you want a child to be persisted to a , you must set owner in addition to calling . This is typically relevant for tool scripts and . If add_child is called without setting , the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.


    Default

    0

    Setter

    set_pause_mode(value)

    Getter

    get_pause_mode()

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


    Default

    0

    Setter

    set_physics_interpolation_mode(value)

    Getter

    get_physics_interpolation_mode()

    Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally.

    Note: This can be especially useful for s, where custom interpolation can sometimes give superior results.


    • int process_priority

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


    • unique_name_in_owner

    Default

    false

    Setter

    set_unique_name_in_owner(value)

    Getter

    is_unique_name_in_owner()

    Sets this node’s name as a unique name in its owner. This allows the node to be accessed as %Name instead of the full path, from any node within that scene.

    If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.

    Method Descriptions

    • void _enter_tree ( ) virtual

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

    Corresponds to the notification in Object._notification.


    • void _exit_tree ( ) virtual

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

    Corresponds to the NOTIFICATION_EXIT_TREE notification in and signal tree_exiting. To get notified when the node has already left the active tree, connect to the .


    • String _get_configuration_warning ( ) virtual

    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 when the warning needs to be updated for this node.


    Called when there is an input event. The input event propagates up through the node tree until a node consumes it.

    It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with .

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

    For gameplay input, and _unhandled_key_input are usually a better fit as they allow the GUI to intercept the events first.

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


    • void _physics_process ( delta ) virtual

    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 set_physics_process.

    Corresponds to the notification in Object._notification.

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


    • void _process ( delta ) virtual

    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 set_process.

    Corresponds to the notification in Object._notification.

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


    • void _ready ( ) virtual

    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 callbacks get triggered first, and the parent node will receive the ready notification afterwards.

    Corresponds to the NOTIFICATION_READY notification in . See also the onready keyword for variables.

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

    Note: _ready may be called only once for each node. After removing a node from the scene tree and adding it again, _ready will not be called a second time. This can be bypassed by requesting another call with , which may be called anywhere before adding the node again.


    • void _unhandled_input ( InputEvent event ) virtual

    Called when an hasn’t been consumed by _input or any GUI item. 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 set_process_unhandled_input.

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

    For gameplay input, this and _unhandled_key_input are usually a better fit than 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 an orphan).


    Called when an hasn’t been consumed by _input or any GUI item. 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 set_process_unhandled_key_input.

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

    For gameplay input, this and _unhandled_input are usually a better fit than 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 an orphan).


    • void add_child ( Node node, legible_unique_name=false )

    Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.

    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 remove_child first to remove the node from its current parent. For example:

    Note: If you want a child to be persisted to a , you must set owner in addition to calling . This is typically relevant for tool scripts and . If add_child is called without setting , the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.


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

    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.


    • void add_to_group ( group, bool persistent=false )

    Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see ). See notes in the description, and the group methods in SceneTree.

    The persistent option is used when packing node to 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.


    • bool can_process ( ) const

    Returns true if the node can process while the scene tree is paused (see ). Always returns true if the scene tree is not paused, and false if the node is not in the tree.


    Creates a new and binds it to this node. This is equivalent of doing:

    1. get_tree().create_tween().bind_node(self)

    • Node duplicate ( flags=15 ) const

    Duplicates the node, returning a new node.

    You can fine-tune the behavior using the flags (see 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.


    • Node find_node ( mask, bool recursive=true, owned=true ) const

    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 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 instead. To avoid using find_node too often, consider caching the node reference into a variable.


    • find_parent ( String mask ) const

    Finds the first parent of the current node whose name matches mask as in (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 get_node instead. To avoid using too often, consider caching the node reference into a variable.


    • Node get_child ( idx ) const

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

    To access a child node via its name, use .


    • int get_child_count ( ) const

    Returns the number of child nodes.


    • get_children ( ) const

    Returns an array of references to node’s children.


    • Array get_groups ( ) const

    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 , use the following snippet:


    • int get_index ( ) const

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


    • get_network_master ( ) const

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


    Fetches a node. The 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, null 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 is_inside_tree).

    Example: Assume your current node is Character and the following tree:

    1. /root
    2. /root/Character
    3. /root/Character/Sword
    4. /root/Character/Backpack/Dagger
    5. /root/MyGame
    6. /root/Swamp/Alligator
    7. /root/Swamp/Mosquito
    8. /root/Swamp/Goblin

    Possible paths are:


    • get_node_and_resource ( NodePath path )

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

    The return value is an array of size 3: the first index points to the Node (or null if not found), the second index points to the (or null if not found), and the third index is the remaining NodePath, if any.

    For example, assuming that Area2D/CollisionShape2D is a valid node and that its shape property has been assigned a resource, one could have this kind of output:

    1. print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
    2. print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
    3. print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]

    • Node get_node_or_null ( path ) const

    Similar to get_node, but does not log an error if path does not point to a valid Node.


    • get_parent ( ) const

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


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


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


    • get_physics_process_delta_time ( ) const

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


    • int get_position_in_parent ( ) const

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


    • get_process_delta_time ( ) const

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


    • bool get_scene_instance_load_placeholder ( ) const

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


    Returns the that contains this node.


    Returns the node’s Viewport.


    Returns true if the node that the points to exists.


    • bool has_node_and_resource ( path ) const

    Returns true if the NodePath points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape. Properties with a non- type (e.g. nodes or primitive math types) are not considered resources.


    • bool is_a_parent_of ( node ) const

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


    • bool is_displayed_folded ( ) const

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


    • is_greater_than ( Node node ) const

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


    • is_in_group ( String group ) const

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


    • bool is_inside_tree ( ) const

    Returns true if this node is currently inside a .


    • bool is_network_master ( ) const

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


    • is_physics_interpolated ( ) const

    Returns true if the physics interpolated flag is set for this Node (see physics_interpolation_mode).

    Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the . This can be tested using is_physics_interpolated_and_enabled.


    • is_physics_interpolated_and_enabled ( ) const

    Returns true if physics interpolation is enabled (see physics_interpolation_mode) and enabled in the .

    This is a convenience version of is_physics_interpolated that also checks whether physics interpolation is enabled globally.

    See and ProjectSettings.physics/common/physics_interpolation.


    • is_physics_processing ( ) const

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


    • is_physics_processing_internal ( ) const

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


    • is_processing ( ) const

    Returns true if processing is enabled (see set_process).


    • is_processing_input ( ) const

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


    • is_processing_internal ( ) const

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


    • is_processing_unhandled_input ( ) const

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


    • is_processing_unhandled_key_input ( ) const

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


    • void move_child ( child_node, int to_position )

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


    • void print_stray_nodes ( )

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


    • void print_tree ( )

    Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the get_node function.

    Example output:


    • void print_tree_pretty ( )

    Similar to , 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:

    1. ┖╴TheGame
    2. ┠╴Menu
    3. ┠╴Label
    4. ┖╴SplashScreen
    5. ┖╴Camera2D

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

    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.


    • void propagate_notification ( what )

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


    • void queue_free ( )

    Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to . Use Object.is_queued_for_deletion to check whether a node will be deleted at the end of the frame.

    Important: If you have a variable pointing to a node, it 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 before attempting to call its methods or access its properties.


    • void raise ( )

    Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using raise, a Control will be drawn on top of its siblings.


    • void remove_and_skip ( )

    Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.


    • void remove_child ( node )

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

    Note: This function may set the owner of the removed Node (or its descendants) to be null, if that is no longer a parent or ancestor.


    • void remove_from_group ( String group )

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


    • void replace_by ( Node node, keep_data=false )

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

    Note: The given node will become the new parent of any child nodes that the replaced node had.

    Note: The replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using Object.free.


    • void request_ready ( )

    Requests that _ready be called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see ). _ready 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).


    • void reset_physics_interpolation ( )

    When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.

    This glitch can be prevented by calling reset_physics_interpolation, which temporarily turns off interpolation until the physics tick is complete.

    NOTIFICATION_RESET_PHYSICS_INTERPOLATION will be received by the node and all children recursively.

    Note: This function should be called after moving the node, rather than before.


    • rpc ( String method, … ) vararg

    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 , including the exact same node name. Behaviour depends on the RPC configuration for the given method, see rpc_config. Methods are not exposed to RPCs by default. See also and rset_config for properties. Returns null.

    Note: You can only safely use RPCs on clients after you received the connected_to_server signal from the . 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.


    • void rpc_config ( method, RPCMode mode )

    Changes the RPC mode for the given method to the given mode. See . 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 rset and for properties.


    Sends a to a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer). Returns null.


    • rpc_unreliable ( String method, … ) vararg

    Sends a using an unreliable protocol. Returns null.


    • Variant rpc_unreliable_id ( peer_id, String method, … ) vararg

    Sends a to a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer). Returns null.


    • void rset ( property, Variant value )

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


    • void rset_config ( property, RPCMode mode )

    Changes the RPC mode for the given property to the given mode. See . 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 rpc and for methods.


    • void rset_id ( int peer_id, property, Variant value )

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


    • void rset_unreliable ( String property, value )

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


    • void rset_unreliable_id ( int peer_id, property, Variant value )

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


    • void set_display_folded ( bool fold )

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


    • void set_network_master ( id, bool recursive=true )

    Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and puppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If , the given peer is recursively set as the master for all children of this node.


    • void set_physics_process ( 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 to change) interval (and the _physics_process callback will be called if exists). Enabled automatically if is overridden. Any calls to this before _ready will be ignored.


    • void set_physics_process_internal ( enable )

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


    • void set_process ( bool enable )

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


    • void set_process_input ( enable )

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


    • void set_process_internal ( bool enable )

    Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process). Only useful for advanced uses to manipulate built-in nodes’ behavior.

    Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.


    • void set_process_unhandled_input ( 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 is overridden. Any calls to this before _ready will be ignored.


    • void set_process_unhandled_key_input ( enable )

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


    • void set_scene_instance_load_placeholder ( bool load_placeholder )

    Sets whether this is an instance load placeholder. See .


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