Node

Inherits: Object

Inherited By: AnimationPlayer, AnimationTree, AudioStreamPlayer, CanvasItem, CanvasLayer, EditorFileSystem, EditorInterface, EditorPlugin, EditorResourcePreview, HTTPRequest, InstancePlaceholder, MissingNode, MultiplayerSpawner, MultiplayerSynchronizer, NavigationAgent2D, NavigationAgent3D, NavigationObstacle2D, NavigationObstacle3D, 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_priority

0

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 )

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

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

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_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

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

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_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

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.


ready ( )

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


renamed ( )

Emitted when the node is renamed.


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 DuplicateFlags:

DuplicateFlags DUPLICATE_SIGNALS = 1

Duplicate the node's signals.

DuplicateFlags DUPLICATE_GROUPS = 2

Duplicate the node's groups.

DuplicateFlags DUPLICATE_SCRIPTS = 4

Duplicate the node's scripts.

DuplicateFlags DUPLICATE_USE_INSTANTIATION = 8

Duplicate using instancing.

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


enum InternalMode:

InternalMode INTERNAL_MODE_DISABLED = 0

Node will not be internal.

InternalMode INTERNAL_MODE_FRONT = 1

Node will be placed at the front of parent's node list, before any non-internal sibling.

InternalMode INTERNAL_MODE_BACK = 2

Node will be placed at the back of parent's node list, after any non-internal sibling.


Constants

NOTIFICATION_ENTER_TREE = 10

Notification received when the node enters a SceneTree.

This notification is emitted before the related tree_entered.

NOTIFICATION_EXIT_TREE = 11

Notification received when the node is about to exit a SceneTree.

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 _ready.

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 set_process).

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_SCENE_INSTANTIATED = 20

Notification received by scene owner when its scene is instantiated.

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 Control that provides drag data (see Control._get_drag_data) or using Control.force_drag.

Use Viewport.gui_get_drag_data to get the dragged data.

NOTIFICATION_DRAG_END = 22

Notification received when a drag operation ends.

Use Viewport.gui_is_drag_successful to check if the drag succeeded.

NOTIFICATION_PATH_RENAMED = 23

Notification received when the node's name or one of its parents' name is changed. This notification is not received when the node is removed from the scene tree to be added to another parent later on.

NOTIFICATION_INTERNAL_PROCESS = 25

Notification received every frame when the internal process flag is set (see set_process_internal).

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 NOTIFICATION_READY is received. Unlike the latter, it's sent every time the node enters tree, instead of only once.

NOTIFICATION_DISABLED = 28

Notification received when the node is disabled. See PROCESS_MODE_DISABLED.

NOTIFICATION_ENABLED = 29

Notification received when the node is enabled again after being disabled. See PROCESS_MODE_DISABLED.

NOTIFICATION_EDITOR_PRE_SAVE = 9001

Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.

NOTIFICATION_EDITOR_POST_SAVE = 9002

Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.

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_WINDOW_FOCUS_IN = 1004

Notification received from the OS when the node's parent Window is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case NOTIFICATION_APPLICATION_FOCUS_IN is also emitted).

NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005

Notification received from the OS when the node's parent Window is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case NOTIFICATION_APPLICATION_FOCUS_OUT is also emitted).

NOTIFICATION_WM_CLOSE_REQUEST = 1006

Notification received from the OS when a close 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_SIZE_CHANGED = 1008

NOTIFICATION_WM_DPI_CHANGE = 1009

NOTIFICATION_VP_MOUSE_ENTER = 1010

Notification received when the mouse enters the viewport.

NOTIFICATION_VP_MOUSE_EXIT = 1011

Notification received when the mouse leaves the viewport.

NOTIFICATION_OS_MEMORY_WARNING = 2009

Notification received from the OS when the application is exceeding its allocated memory.

Specific to the iOS platform.

NOTIFICATION_TRANSLATION_CHANGED = 2010

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 Object.tr.

NOTIFICATION_WM_ABOUT = 2011

Notification received from the OS when a request for "About" information is sent.

Specific to the macOS platform.

NOTIFICATION_CRASH = 2012

Notification received from Godot's crash handler when the engine is about to crash.

Implemented on desktop platforms if the crash handler is enabled.

NOTIFICATION_OS_IME_UPDATE = 2013

Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).

Specific to the macOS platform.

NOTIFICATION_APPLICATION_RESUMED = 2014

Notification received from the OS when the application is resumed.

Specific to the Android platform.

NOTIFICATION_APPLICATION_PAUSED = 2015

Notification received from the OS when the application is paused.

Specific to the Android platform.

NOTIFICATION_APPLICATION_FOCUS_IN = 2016

Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.

Implemented on desktop platforms.

NOTIFICATION_APPLICATION_FOCUS_OUT = 2017

Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.

Implemented on desktop platforms.

NOTIFICATION_TEXT_SERVER_CHANGED = 2018

Notification received when text server is changed.


Property Descriptions

String editor_description = ""

  • void set_editor_description ( String value )

  • String get_editor_description ( )

Add a custom description to a node. It will be displayed in a tooltip when hovered in editor's scene tree.


MultiplayerAPI multiplayer

The MultiplayerAPI instance associated with this node. See SceneTree.get_multiplayer.


StringName 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 add_child. When setting the name manually, any @ will be removed.


Node owner

  • void set_owner ( Node value )

  • Node get_owner ( )

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


ProcessMode process_mode = 0

Can be used to pause or unpause the node, or make the node paused based on the SceneTree, or make it inherit the process mode from its parent (default).


int process_priority = 0

  • void set_process_priority ( int value )

  • int get_process_priority ( )

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


String scene_file_path

  • void set_scene_file_path ( String value )

  • String get_scene_file_path ( )

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


bool unique_name_in_owner = false

  • void set_unique_name_in_owner ( bool value )

  • bool 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 add_child 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_ENTER_TREE notification in Object._notification.


void _exit_tree ( ) virtual

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

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


PackedStringArray _get_configuration_warnings ( ) virtual const

The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a tool script.

Returning an empty array produces no warnings.

Call update_configuration_warnings when the warnings need to be updated for this node.


void _input ( InputEvent event ) virtual

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 set_process_input.

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

For gameplay input, _unhandled_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 ( float 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_PHYSICS_PROCESS 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 ( float 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_PROCESS 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 _ready callbacks get triggered first, and the parent node will receive the ready notification afterwards.

Corresponds to the NOTIFICATION_READY notification in Object._notification. See also the @onready annotation for variables.

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

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 request_ready, which may be called anywhere before adding the node again.


void _shortcut_input ( InputEvent event ) virtual

Called when an InputEventKey or InputEventShortcut hasn't been consumed by _input or any GUI Control item. The input event propagates up through the node tree until a node consumes it.

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

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

This method can be used to handle shortcuts.

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


void _unhandled_input ( InputEvent event ) virtual

Called when an InputEvent hasn't been consumed by _input or any GUI Control 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, Viewport.set_input_as_handled can be called.

For gameplay input, this and _unhandled_key_input are usually a better fit than _input 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 _unhandled_key_input ( InputEvent event ) virtual

Called when an InputEventKey hasn't been consumed by _input or any GUI Control 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, Viewport.set_input_as_handled can be called.

This method can be used to handle Unicode character input with Alt, Alt + Ctrl, and Alt + Shift modifiers, after shortcuts were handled.

For gameplay input, this and _unhandled_input<