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SceneTree¶
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¶
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Methods¶
void |
call_group ( StringName group, StringName method, ... ) vararg |
void |
call_group_flags ( int flags, StringName group, StringName method, ... ) vararg |
change_scene_to_file ( String path ) |
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change_scene_to_packed ( PackedScene packed_scene ) |
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create_timer ( float time_sec, bool process_always=true, bool process_in_physics=false, bool ignore_time_scale=false ) |
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create_tween ( ) |
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get_first_node_in_group ( StringName group ) |
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get_frame ( ) const |
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get_multiplayer ( NodePath for_path=NodePath("") ) const |
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get_node_count ( ) const |
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get_nodes_in_group ( StringName group ) |
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has_group ( StringName name ) const |
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void |
notify_group ( StringName group, int notification ) |
void |
notify_group_flags ( int call_flags, StringName group, int notification ) |
void |
queue_delete ( Object obj ) |
void |
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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 |
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
If true
, the application automatically accepts quitting requests.
For mobile platforms, see quit_on_go_back.
Node 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
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.
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
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.