Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

RID

A handle for a Resource's unique identifier.

Description

The RID Variant type is used to access a low-level resource by its unique ID. RIDs are opaque, which means they do not grant access to the resource by themselves. They are used by the low-level server classes, such as DisplayServer, RenderingServer, TextServer, etc.

A low-level resource may correspond to a high-level Resource, such as Texture or Mesh.

Note

There are notable differences when using this API with C#. See C# API differences to GDScript for more information.

Constructors

RID

RID()

RID

RID(from: RID)

Methods

int

get_id() const

bool

is_valid() const

Operators

bool

operator !=(right: RID)

bool

operator <(right: RID)

bool

operator <=(right: RID)

bool

operator ==(right: RID)

bool

operator >(right: RID)

bool

operator >=(right: RID)


Constructor Descriptions

RID RID()

Constructs an empty RID with the invalid ID 0.


RID RID(from: RID)

Constructs a RID as a copy of the given RID.


Method Descriptions

int get_id() const

Returns the ID of the referenced low-level resource.


bool is_valid() const

Returns true if the RID is not 0.


Operator Descriptions

bool operator !=(right: RID)

Returns true if the RIDs are not equal.


bool operator <(right: RID)

Returns true if the RID's ID is less than right's ID.


bool operator <=(right: RID)

Returns true if the RID's ID is less than or equal to right's ID.


bool operator ==(right: RID)

Returns true if both RIDs are equal, which means they both refer to the same low-level resource.


bool operator >(right: RID)

Returns true if the RID's ID is greater than right's ID.


bool operator >=(right: RID)

Returns true if the RID's ID is greater than or equal to right's ID.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.