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Node

Inherits: Object

Inherited By: AnimationPlayer, AnimationTree, AudioStreamPlayer, CanvasItem, CanvasLayer, EditorFileSystem, EditorPlugin, EditorResourcePreview, HTTPRequest, InstancePlaceholder, MissingNode, MultiplayerSpawner, MultiplayerSynchronizer, NavigationAgent2D, NavigationAgent3D, Node3D, ResourcePreloader, ShaderGlobalsOverride, SkeletonIK3D, Timer, Viewport, WorldEnvironment

Base class for all scene objects.

Description

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 instantiated 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 _enter_tree callback is triggered. Child nodes are always added after their parent node, i.e. the _enter_tree 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: _enter_tree of the parent, _enter_tree 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 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 _physics_process, 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 _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 _unhandled_input 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 the owner property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though.

Finally, when a node is freed with Object.free 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 add_to_group, is_in_group and remove_from_group. 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 ENetMultiplayerPeer), 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.

Note: The script property is part of the Object class, not Node. It isn't exposed like most properties but does have a setter and getter (set_script() and get_script()).

Tutorials

Properties

String

editor_description

""

MultiplayerAPI

multiplayer

StringName

name

Node

owner

ProcessMode

process_mode

0

int

process_physics_priority

0

int

process_priority

0

ProcessThreadGroup

process_thread_group

0

int

process_thread_group_order

BitField<ProcessThreadMessages>

process_thread_messages

String

scene_file_path

bool

unique_name_in_owner

false

Methods

void

_enter_tree ( ) virtual

void

_exit_tree ( ) virtual

PackedStringArray

_get_configuration_warnings ( ) virtual const

void

_input ( InputEvent event ) virtual

void

_physics_process ( float delta ) virtual

void

_process ( float delta ) virtual

void

_ready ( ) virtual

void

_shortcut_input ( InputEvent event ) virtual

void

_unhandled_input ( InputEvent event ) virtual

void

_unhandled_key_input ( InputEvent event ) virtual

void

add_child ( Node node, bool force_readable_name=false, InternalMode internal=0 )

void

add_sibling ( Node sibling, bool force_readable_name=false )

void

add_to_group ( StringName group, bool persistent=false )

Variant

call_deferred_thread_group ( StringName method, ... ) vararg

Variant

call_thread_safe ( StringName method, ... ) vararg

bool

can_process ( ) const

Tween

create_tween ( )

Node

duplicate ( int flags=15 ) const

Node

find_child ( String pattern, bool recursive=true, bool owned=true ) const

Node[]

find_children ( String pattern, String type="", bool recursive=true, bool owned=true ) const

Node

find_parent ( String pattern ) const

Node

get_child ( int idx, bool include_internal=false ) const

int

get_child_count ( bool include_internal=false ) const

Node[]

get_children ( bool include_internal=false ) const

StringName[]

get_groups ( ) const

int

get_index ( bool include_internal=false ) const

Window

get_last_exclusive_window ( ) const

int

get_multiplayer_authority ( ) const

Node

get_node ( NodePath path ) const

Array

get_node_and_resource ( NodePath path )

Node

get_node_or_null ( NodePath path ) const

Node

get_parent ( ) const

NodePath

get_path ( ) const

NodePath

get_path_to ( Node node, bool use_unique_path=false ) const

float

get_physics_process_delta_time ( ) const

float

get_process_delta_time ( ) const

bool

get_scene_instance_load_placeholder ( ) const

SceneTree

get_tree ( ) const

Viewport

get_viewport ( ) const

Window

get_window ( ) const

bool

has_node ( NodePath path ) const

bool

has_node_and_resource ( NodePath path ) const

bool

is_ancestor_of ( Node node ) const

bool

is_displayed_folded ( ) const

bool

is_editable_instance ( Node node ) const

bool

is_greater_than ( Node node ) const

bool

is_in_group ( StringName group ) const

bool

is_inside_tree ( ) const

bool

is_multiplayer_authority ( ) const

bool

is_node_ready ( ) const

bool

is_physics_processing ( ) const

bool

is_physics_processing_internal ( ) const

bool

is_processing ( ) const

bool

is_processing_input ( ) const

bool

is_processing_internal ( ) const

bool

is_processing_shortcut_input ( ) const

bool

is_processing_unhandled_input ( ) const

bool

is_processing_unhandled_key_input ( ) const

void

move_child ( Node child_node, int to_index )

void

notify_deferred_thread_group ( int what )

void

notify_thread_safe ( int what )

void

print_orphan_nodes ( ) static

void

print_tree ( )

void

print_tree_pretty ( )

void

propagate_call ( StringName method, Array args=[], bool parent_first=false )

void

propagate_notification ( int what )

void

queue_free ( )

void

remove_child ( Node node )

void

remove_from_group ( StringName group )

void

reparent ( Node new_parent, bool keep_global_transform=true )

void

replace_by ( Node node, bool keep_groups=false )

void

request_ready ( )

Error

rpc ( StringName method, ... ) vararg

void

rpc_config ( StringName method, Variant config )

Error

rpc_id ( int peer_id, StringName method, ... ) vararg

void

set_deferred_thread_group ( StringName property, Variant value )

void

set_display_folded ( bool fold )

void

set_editable_instance ( Node node, bool is_editable )

void

set_multiplayer_authority ( int id, bool recursive=true )

void

set_physics_process ( bool enable )

void

set_physics_process_internal ( bool enable )

void

set_process ( bool enable )

void

set_process_input ( bool enable )

void

set_process_internal ( bool enable )

void

set_process_shortcut_input ( bool enable )

void

set_process_unhandled_input ( bool enable )

void

set_process_unhandled_key_input ( bool enable )

void

set_scene_instance_load_placeholder ( bool load_placeholder )

void

set_thread_safe ( StringName property, Variant value )

void

update_configuration_warnings ( )


Signals

child_entered_tree ( Node 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 tree_entered.


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 tree_exiting and NOTIFICATION_EXIT_TREE.


child_order_changed ( )

Emitted when the list of children is changed. This happens when child nodes are added, moved or removed.


ready ( )

Emitted when the node is ready. Comes after _ready callback and follows the same rules.


renamed ( )

Emitted when the node is renamed.


replacing_by ( Node node )

Emitted when this node is being replaced by the node, see replace_by.

This signal is emitted after node has been added as a child of the original parent node, but before all original child nodes have been reparented to node.


tree_entered ( )

Emitted when the node enters the tree.

This signal is emitted after the related NOTIFICATION_ENTER_TREE 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 ProcessMode:

ProcessMode PROCESS_MODE_INHERIT = 0

Inherits process mode from the node's parent. For the root node, it is equivalent to PROCESS_MODE_PAUSABLE. Default.

ProcessMode PROCESS_MODE_PAUSABLE = 1

Stops processing when the SceneTree is paused (process when unpaused). This is the inverse of PROCESS_MODE_WHEN_PAUSED.

ProcessMode PROCESS_MODE_WHEN_PAUSED = 2

Only process when the SceneTree is paused (don't process when unpaused). This is the inverse of PROCESS_MODE_PAUSABLE.

ProcessMode PROCESS_MODE_ALWAYS = 3

Always process. Continue processing always, ignoring the SceneTree's paused property. This is the inverse of PROCESS_MODE_DISABLED.

ProcessMode PROCESS_MODE_DISABLED = 4

Never process. Completely disables processing, ignoring the SceneTree's paused property. This is the inverse of PROCESS_MODE_ALWAYS.


enum ProcessThreadGroup:

ProcessThreadGroup PROCESS_THREAD_GROUP_INHERIT = 0

If the