SceneTree

    Manages the game loop via a hierarchy of nodes.

    As one of the most important classes, the manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.

    You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an “enemy” group. You can then iterate these groups or even call methods and set properties on all the group’s members at once.

    SceneTree is the default implementation used by scenes, and is thus in charge of the game loop.

    Tutorials

    Methods

    call_group ( group, String method, … ) vararg

    call_group_flags ( flags, String group, method, … ) vararg

    Error

    ( String path )

    change_scene_to ( packed_scene )

    SceneTreeTimer

    ( float time_sec, pause_mode_process=true )

    SceneTreeTween

    ( )

    int

    ( ) const

    PoolIntArray

    ( ) const

    int

    ( ) const

    int

    ( ) const

    Array

    ( String group )

    get_processed_tweens ( )

    get_rpc_sender_id ( ) const

    has_group ( name ) const

    bool

    ( ) const

    bool

    ( )

    bool

    ( ) const

    void

    notify_group ( group, int notification )

    void

    ( int call_flags, group, int notification )

    void

    ( Object obj )

    void

    ( int exit_code=-1 )

    ( )

    void

    set_group ( group, String property, value )

    void

    set_group_flags ( call_flags, String group, property, Variant value )

    void

    ( )

    void

    set_screen_stretch ( mode, StretchAspect aspect, minsize, float scale=1 )

    • connected_to_server ( )

    Emitted whenever this SceneTree‘s network_peer successfully connected to a server. Only emitted on clients.


    • connection_failed ( )

    Emitted whenever this SceneTree‘s fails to establish a connection to a server. Only emitted on clients.


    Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.


    • global_menu_action ( Variant id, meta )

    Emitted whenever global menu item is clicked.


    • idle_frame ( )

    Emitted immediately before Node._process is called on every node in the SceneTree.


    • network_peer_connected ( id )

    Emitted whenever this SceneTree‘s network_peer connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).


    • network_peer_disconnected ( id )

    Emitted whenever this SceneTree‘s network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.


    • node_added ( node )

    Emitted whenever a node is added to the SceneTree.


    • node_configuration_warning_changed ( Node node )

    Emitted when a node’s configuration changed. Only emitted in tool mode.


    • node_removed ( node )

    Emitted whenever a node is removed from the SceneTree.


    • node_renamed ( Node node )

    Emitted whenever a node is renamed.


    • physics_frame ( )

    Emitted immediately before is called on every node in the SceneTree.


    • screen_resized ( )

    Emitted when the screen resolution (fullscreen) or window size (windowed) changes.


    • server_disconnected ( )

    Emitted whenever this SceneTree‘s network_peer disconnected from server. Only emitted on clients.


    • tree_changed ( )

    Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.).

    Enumerations

    enum GroupCallFlags:

    • GROUP_CALL_DEFAULT = 0 —- Call a group with no flags (default).

    • GROUP_CALL_REVERSE = 1 —- Call a group in reverse scene order.

    • GROUP_CALL_UNIQUE = 4 —- Call a group only once even if the call is executed many times.


    enum StretchMode:

    • STRETCH_MODE_DISABLED = 0 —- No stretching.

    • STRETCH_MODE_2D = 1 —- Render stretching in higher resolution (interpolated).

    • STRETCH_MODE_VIEWPORT = 2 —- Keep the specified display resolution. No interpolation. Content may appear pixelated.


    enum StretchAspect:

    • STRETCH_ASPECT_IGNORE = 0 —- Fill the window with the content stretched to cover excessive space. Content may appear stretched.

    • STRETCH_ASPECT_KEEP = 1 —- Retain the same aspect ratio by padding with black bars on either axis. This prevents distortion.

    • STRETCH_ASPECT_KEEP_WIDTH = 2 —- Expand vertically. Left/right black bars may appear if the window is too wide.

    • STRETCH_ASPECT_KEEP_HEIGHT = 3 —- Expand horizontally. Top/bottom black bars may appear if the window is too tall.

    • STRETCH_ASPECT_EXPAND = 4 —- Expand in both directions, retaining the same aspect ratio. This prevents distortion while avoiding black bars.

    • auto_accept_quit

    Default

    true

    Setter

    set_auto_accept_quit(value)

    Getter

    is_auto_accept_quit()

    If true, the application automatically accepts quitting.

    For mobile platforms, see quit_on_go_back.


    • current_scene

    Setter

    set_current_scene(value)

    Getter

    get_current_scene()

    The current scene.


    • bool debug_collisions_hint

    Default

    false

    Setter

    set_debug_collisions_hint(value)

    Getter

    is_debugging_collisions_hint()

    If true, collision shapes will be visible when running the game from the editor for debugging purposes.


    • debug_navigation_hint

    If , navigation polygons will be visible when running the game from the editor for debugging purposes.


    • Node edited_scene_root

    Setter

    set_edited_scene_root(value)

    Getter

    get_edited_scene_root()

    The root of the edited scene.


    • multiplayer

    Setter

    set_multiplayer(value)

    Getter

    get_multiplayer()

    The default MultiplayerAPI instance for this SceneTree.


    • multiplayer_poll

    Default

    true

    Setter

    set_multiplayer_poll_enabled(value)

    Getter

    is_multiplayer_poll_enabled()

    If true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during .

    If false, you need to manually call MultiplayerAPI.poll to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual protection when accessing the MultiplayerAPI from threads.


    • network_peer

    Setter

    Getter

    get_network_peer()

    The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with is_network_server) and will set the root node’s network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree‘s signals.


    • paused

    If true, the SceneTree is paused. Doing so will have the following behavior:

    • 2D and 3D physics will be stopped. This includes signals and collision detection.

    • Node._process, and Node._input will not be called anymore in nodes.


    • physics_interpolation

    Default

    false

    Setter

    set_physics_interpolation_enabled(value)

    Getter

    is_physics_interpolation_enabled()

    Although physics interpolation would normally be globally turned on and off using ProjectSettings.physics/common/physics_interpolation, this property allows control over interpolation at runtime.


    • quit_on_go_back

    Default

    true

    Setter

    set_quit_on_go_back(value)

    Getter

    is_quit_on_go_back()

    If true, the application quits automatically on going back (e.g. on Android).

    To handle ‘Go Back’ button when this option is disabled, use MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST.


    • refuse_new_network_connections

    Default

    false

    Setter

    set_refuse_new_network_connections(value)

    Getter

    is_refusing_new_network_connections()

    If true, the SceneTree‘s network_peer refuses new incoming connections.


    • root

    Getter

    get_root()

    The SceneTree‘s root Viewport.


    • use_font_oversampling

    If true, font oversampling is enabled. This means that DynamicFonts will be rendered at higher or lower size than configured based on the viewport’s scaling ratio. For example, in a viewport scaled with a factor 1.5, a font configured with size 14 would be rendered with size 21 (14 * 1.5).

    Note: Font oversampling is only used if the viewport stretch mode is , and if the stretch aspect mode is different from STRETCH_ASPECT_IGNORE.

    Note: This property is set automatically for the active SceneTree when the project starts based on the configuration of rendering/quality/dynamic_fonts/use_oversampling in . The property can however be overridden at runtime as needed.

    Method Descriptions

    • call_group ( String group, method, … ) vararg

    Calls method on each member of the given group. You can pass arguments to method by specifying them at the end of the method call. This method is equivalent of calling call_group_flags with flag.

    Note: method may only have 5 arguments at most (7 arguments passed to this method in total).

    Note: Due to design limitations, call_group will fail silently if one of the arguments is null.

    Note: will always call methods with an one-frame delay, in a way similar to Object.call_deferred. To call methods immediately, use with the GROUP_CALL_REALTIME flag.


    • call_group_flags ( int flags, group, String method, … ) vararg

    Calls method on each member of the given group, respecting the given . You can pass arguments to method by specifying them at the end of the method call.

    Note: may only have 5 arguments at most (8 arguments passed to this method in total).

    Note: Due to design limitations, call_group_flags will fail silently if one of the arguments is null.


    Changes the running scene to the one at the given path, after loading it into a and creating a new instance.

    Returns @GlobalScope.OK on success, if the path cannot be loaded into a PackedScene, or if that scene cannot be instantiated.

    Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the change_scene call.


    Changes the running scene to a new instance of the given .

    Returns @GlobalScope.OK on success or if the scene cannot be instantiated.

    Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the change_scene_to call.


    • create_timer ( float time_sec, pause_mode_process=true )

    Returns a SceneTreeTimer which will after the given time in seconds elapsed in this SceneTree. If pause_mode_process is set to false, pausing the SceneTree will also pause the timer.

    Commonly used to create a one-shot delay timer as in the following example:

    1. func some_function():
    2. print("start")
    3. yield(get_tree().create_timer(1.0), "timeout")
    4. print("end")

    The timer will be automatically freed after its time elapses.


    Creates and returns a new .


    • int get_frame ( ) const

    Returns the current frame number, i.e. the total frame count since the application started.


    • get_network_connected_peers ( ) const

    Returns the peer IDs of all connected peers of this SceneTree‘s network_peer.


    • get_network_unique_id ( ) const

    Returns the unique peer ID of this SceneTree‘s network_peer.


    • get_node_count ( ) const

    Returns the number of nodes in this SceneTree.


    • Array get_nodes_in_group ( group )

    Returns a list of all nodes assigned to the given group.


    • Array get_processed_tweens ( )

    Returns an array of currently existing s in the SceneTree (both running and paused).


    • int get_rpc_sender_id ( ) const

    Returns the sender’s peer ID for the most recently received RPC call.


    • has_group ( String name ) const

    Returns true if the given group exists.


    • has_network_peer ( ) const

    Returns true if there is a network_peer set.


    • is_input_handled ( )

    Returns true if the most recent InputEvent was marked as handled with .


    • bool is_network_server ( ) const

    Returns true if this SceneTree‘s is in server mode (listening for connections).


    • void notify_group ( String group, notification )

    Sends the given notification to all members of the group.


    • void notify_group_flags ( int call_flags, group, int notification )

    Sends the given notification to all members of the group, respecting the given .


    • void queue_delete ( Object obj )

    Queues the given object for deletion, delaying the call to to after the current frame.


    • void quit ( int exit_code=-1 )

    Quits the application at the end of the current iteration. A process exit_code can optionally be passed as an argument. If this argument is 0 or greater, it will override the defined before quitting the application.

    Note: On iOS this method doesn’t work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.


    • Error reload_current_scene ( )

    Reloads the currently active scene.

    Returns on success, @GlobalScope.ERR_UNCONFIGURED if no was defined yet, @GlobalScope.ERR_CANT_OPEN if cannot be loaded into a PackedScene, or if the scene cannot be instantiated.


    Sets the given property to value on all members of the given group.


    • void set_group_flags ( call_flags, String group, property, Variant value )

    Sets the given property to on all members of the given group, respecting the given .


    • void set_input_as_handled ( )

    Marks the most recent InputEvent as handled.


    Configures screen stretching to the given , StretchAspect, minimum size and scale.