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SceneTree

Inherits: MainLoop < Object

Manages the game loop via a hierarchy of nodes.

Description

As one of the most important classes, the SceneTree 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 MainLoop implementation used by scenes, and is thus in charge of the game loop.

Tutorials

Properties

bool

auto_accept_quit

true

Node

current_scene

bool

debug_collisions_hint

false

bool

debug_navigation_hint

false

bool

debug_paths_hint

false

Node

edited_scene_root

bool

multiplayer_poll

true

bool

paused

false

bool

quit_on_go_back

true

Window

root

Methods

void

call_group ( StringName group, StringName method, ... ) vararg

void

call_group_flags ( int flags, StringName group, StringName method, ... ) vararg

Error

change_scene_to_file ( String path )

Error

change_scene_to_packed ( PackedScene packed_scene )

SceneTreeTimer

create_timer ( float time_sec, bool process_always=true, bool process_in_physics=false, bool ignore_time_scale=false )

Tween

create_tween ( )

Node

get_first_node_in_group ( StringName group )

int

get_frame ( ) const

MultiplayerAPI

get_multiplayer ( NodePath for_path=NodePath("") ) const

int

get_node_count ( ) const

Node[]

get_nodes_in_group ( StringName group )

Tween[]

get_processed_tweens ( )

bool

has_group ( StringName name ) const

void

notify_group ( StringName group, int notification )

void

notify_group_flags ( int call_flags, StringName group, int notification )

void

queue_delete ( Object obj )

void

quit ( int exit_code=0 )

Error

reload_current_scene ( )

void

set_group ( StringName group, String property, Variant value )

void

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

void

set_multiplayer ( MultiplayerAPI multiplayer, NodePath root_path=NodePath("") )

void

unload_current_scene ( )


Signals

node_added ( Node 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 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 Node._physics_process is called on every node in the SceneTree.


process_frame ( )

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


tree_changed ( )

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


tree_process_mode_changed ( )

This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's Node.process_mode is changed.


Enumerations

enum GroupCallFlags:

GroupCallFlags GROUP_CALL_DEFAULT = 0

Call a group with no flags (default).

GroupCallFlags GROUP_CALL_REVERSE = 1

Call a group in reverse scene order.

GroupCallFlags GROUP_CALL_DEFERRED = 2

Call a group at the end of the current frame (process or physics).

GroupCallFlags GROUP_CALL_UNIQUE = 4

Call a group only once even if the call is executed many times.

Note: Arguments are not taken into account when deciding whether the call is unique or not. Therefore when the same method is called with different arguments, only the first call will be performed.


Property Descriptions

bool auto_accept_quit = true

  • void set_auto_accept_quit ( bool value )

  • bool is_auto_accept_quit ( )

If true, the application automatically accepts quitting requests.

For mobile platforms, see quit_on_go_back.


Node current_scene

  • void set_current_scene ( Node value )

  • Node get_current_scene ( )

Returns the root node of the currently running scene, regardless of its structure.

Warning: Setting this directly might not work as expected, and will not add or remove any nodes from the tree, consider using change_scene_to_file or change_scene_to_packed instead.


bool debug_collisions_hint = false

  • void set_debug_collisions_hint ( bool value )

  • bool is_debugging_collisions_hint ( )

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

Note: This property is not designed to be changed at run-time. Changing the value of debug_collisions_hint while the project is running will not have the desired effect.


bool debug_navigation_hint = false

  • void set_debug_navigation_hint ( bool value )

  • bool is_debugging_navigation_hint ( )

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

Note: This property is not designed to be changed at run-time. Changing the value of debug_navigation_hint while the project is running will not have the desired effect.


bool debug_paths_hint = false

  • void set_debug_paths_hint ( bool value )

  • bool is_debugging_paths_hint ( )

If true, curves from Path2D and Path3D nodes will be visible when running the game from the editor for debugging purposes.

Note: This property is not designed to be changed at run-time. Changing the value of debug_paths_hint while the project is running will not have the desired effect.