Viewport

Inherits: Node < Object

Inherited By: SubViewport, Window

Base class for viewports.

Description

A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera3D 3D nodes will render on it too.

Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.

Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.

Also, viewports can be assigned to different screens in case the devices have multiple screens.

Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.

Tutorials

Properties

bool

audio_listener_enable_2d

false

bool

audio_listener_enable_3d

false

DefaultCanvasItemTextureFilter

canvas_item_default_texture_filter

1

DefaultCanvasItemTextureRepeat

canvas_item_default_texture_repeat

0

Transform2D

canvas_transform

DebugDraw

debug_draw

0

bool

disable_3d

false

float

fsr_sharpness

0.2

Transform2D

global_canvas_transform

bool

gui_disable_input

false

bool

gui_embed_subwindows

false

bool

gui_snap_controls_to_pixels

true

bool

handle_input_locally

true

float

mesh_lod_threshold

1.0

MSAA

msaa_2d

0

MSAA

msaa_3d

0

bool

own_world_3d

false

bool

physics_object_picking

false

bool

positional_shadow_atlas_16_bits

true

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_0

2

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_1

2

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_2

3

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_3

4

int

positional_shadow_atlas_size

2048

Scaling3DMode

scaling_3d_mode

0

float

scaling_3d_scale

1.0

ScreenSpaceAA

screen_space_aa

0

SDFOversize

sdf_oversize

1

SDFScale

sdf_scale

1

bool

snap_2d_transforms_to_pixel

false

bool

snap_2d_vertices_to_pixel

false

float

texture_mipmap_bias

0.0

bool

transparent_bg

false

bool

use_debanding

false

bool

use_occlusion_culling

false

bool

use_taa

false

bool

use_xr

false

VRSMode

vrs_mode

0

Texture2D

vrs_texture

World2D

world_2d

World3D

world_3d

Methods

World2D

find_world_2d ( ) const

World3D

find_world_3d ( ) const

Camera2D

get_camera_2d ( ) const

Camera3D

get_camera_3d ( ) const

Transform2D

get_final_transform ( ) const

Vector2

get_mouse_position ( ) const

PositionalShadowAtlasQuadrantSubdiv

get_positional_shadow_atlas_quadrant_subdiv ( int quadrant ) const

int

get_render_info ( RenderInfoType type, RenderInfo info )

ViewportTexture

get_texture ( ) const

RID

get_viewport_rid ( ) const

Rect2

get_visible_rect ( ) const

Variant

gui_get_drag_data ( ) const

Control

gui_get_focus_owner ( )

bool

gui_is_drag_successful ( ) const

bool

gui_is_dragging ( ) const

void

gui_release_focus ( )

bool

is_input_handled ( ) const

void

push_input ( InputEvent event, bool in_local_coords=false )

void

push_text_input ( String text )

void

push_unhandled_input ( InputEvent event, bool in_local_coords=false )

void

set_input_as_handled ( )

void

set_positional_shadow_atlas_quadrant_subdiv ( int quadrant, PositionalShadowAtlasQuadrantSubdiv subdiv )

void

warp_mouse ( Vector2 position )

Signals

  • gui_focus_changed ( Control node )

Emitted when a Control node grabs keyboard focus.


  • size_changed ( )

Emitted when the size of the viewport is changed, whether by resizing of window, or some other means.

Enumerations

enum PositionalShadowAtlasQuadrantSubdiv:

  • SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED = 0 --- This quadrant will not be used.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_1 = 1 --- This quadrant will only be used by one shadow map.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_4 = 2 --- This quadrant will be split in 4 and used by up to 4 shadow maps.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_16 = 3 --- This quadrant will be split 16 ways and used by up to 16 shadow maps.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_64 = 4 --- This quadrant will be split 64 ways and used by up to 64 shadow maps.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_256 = 5 --- This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the positional_shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_1024 = 6 --- This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the positional_shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_MAX = 7 --- Represents the size of the PositionalShadowAtlasQuadrantSubdiv enum.


enum Scaling3DMode:

  • SCALING_3D_MODE_BILINEAR = 0 --- Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using scaling_3d_scale. Values less then 1.0 will result in undersampling while values greater than 1.0 will result in supersampling. A value of 1.0 disables scaling.

  • SCALING_3D_MODE_FSR = 1 --- Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using scaling_3d_scale. Values less then 1.0 will be result in the viewport being upscaled using FSR. Values greater than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 disables scaling.

  • SCALING_3D_MODE_MAX = 2 --- Represents the size of the Scaling3DMode enum.


enum MSAA:

  • MSAA_DISABLED = 0 --- Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.

  • MSAA_2X = 1 --- Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.

  • MSAA_4X = 2 --- Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.

  • MSAA_8X = 3 --- Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.

  • MSAA_MAX = 4 --- Represents the size of the MSAA enum.


enum ScreenSpaceAA:

  • SCREEN_SPACE_AA_DISABLED = 0 --- Do not perform any antialiasing in the full screen post-process.

  • SCREEN_SPACE_AA_FXAA = 1 --- Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.

  • SCREEN_SPACE_AA_MAX = 2 --- Represents the size of the ScreenSpaceAA enum.


enum RenderInfo:

  • RENDER_INFO_OBJECTS_IN_FRAME = 0 --- Amount of objects in frame.

  • RENDER_INFO_PRIMITIVES_IN_FRAME = 1 --- Amount of vertices in frame.

  • RENDER_INFO_DRAW_CALLS_IN_FRAME = 2 --- Amount of draw calls in frame.

  • RENDER_INFO_MAX = 3 --- Represents the size of the RenderInfo enum.


enum RenderInfoType:

  • RENDER_INFO_TYPE_VISIBLE = 0

  • RENDER_INFO_TYPE_SHADOW = 1

  • RENDER_INFO_TYPE_MAX = 2


enum DebugDraw:

  • DEBUG_DRAW_DISABLED = 0 --- Objects are displayed normally.

  • DEBUG_DRAW_UNSHADED = 1 --- Objects are displayed without light information.

  • DEBUG_DRAW_LIGHTING = 2

  • DEBUG_DRAW_OVERDRAW = 3 --- Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.

  • DEBUG_DRAW_WIREFRAME = 4 --- Objects are displayed in wireframe style.

  • DEBUG_DRAW_NORMAL_BUFFER = 5

  • DEBUG_DRAW_VOXEL_GI_ALBEDO = 6 --- Objects are displayed with only the albedo value from VoxelGIs.

  • DEBUG_DRAW_VOXEL_GI_LIGHTING = 7 --- Objects are displayed with only the lighting value from VoxelGIs.

  • DEBUG_DRAW_VOXEL_GI_EMISSION = 8 --- Objects are displayed with only the emission color from VoxelGIs.

  • DEBUG_DRAW_SHADOW_ATLAS = 9 --- Draws the shadow atlas that stores shadows from OmniLight3Ds and SpotLight3Ds in the upper left quadrant of the Viewport.

  • DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS = 10 --- Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.

  • DEBUG_DRAW_SCENE_LUMINANCE = 11

  • DEBUG_DRAW_SSAO = 12 --- Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have Environment.ssao_enabled set in your WorldEnvironment.

  • DEBUG_DRAW_SSIL = 13 --- Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have Environment.ssil_enabled set in your WorldEnvironment.

  • DEBUG_DRAW_PSSM_SPLITS = 14 --- Colors each PSSM split for the DirectionalLight3Ds in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.

  • DEBUG_DRAW_DECAL_ATLAS = 15 --- Draws the decal atlas used by Decals and light projector textures in the upper left quadrant of the Viewport.

  • DEBUG_DRAW_SDFGI = 16

  • DEBUG_DRAW_SDFGI_PROBES = 17

  • DEBUG_DRAW_GI_BUFFER = 18

  • DEBUG_DRAW_DISABLE_LOD = 19

  • DEBUG_DRAW_CLUSTER_OMNI_LIGHTS = 20

  • DEBUG_DRAW_CLUSTER_SPOT_LIGHTS = 21

  • DEBUG_DRAW_CLUSTER_DECALS = 22

  • DEBUG_DRAW_CLUSTER_REFLECTION_PROBES = 23

  • DEBUG_DRAW_OCCLUDERS = 24

  • DEBUG_DRAW_MOTION_VECTORS = 25


enum DefaultCanvasItemTextureFilter:

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST = 0 --- The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR = 1 --- The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 2 --- The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 3 --- The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX = 4 --- Max value for DefaultCanvasItemTextureFilter enum.


enum DefaultCanvasItemTextureRepeat:

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED = 0 --- Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED = 1 --- Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR = 2 --- Flip the texture when repeating so that the edge lines up instead of abruptly changing.

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX = 3 --- Max value for DefaultCanvasItemTextureRepeat enum.


enum SDFOversize:

  • SDF_OVERSIZE_100_PERCENT = 0

  • SDF_OVERSIZE_120_PERCENT = 1

  • SDF_OVERSIZE_150_PERCENT = 2

  • SDF_OVERSIZE_200_PERCENT = 3

  • SDF_OVERSIZE_MAX = 4


enum SDFScale:

  • SDF_SCALE_100_PERCENT = 0

  • SDF_SCALE_50_PERCENT = 1

  • SDF_SCALE_25_PERCENT = 2

  • SDF_SCALE_MAX = 3


enum VRSMode:

  • VRS_DISABLED = 0 --- VRS is disabled.

  • VRS_TEXTURE = 1 --- VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.

  • VRS_XR = 2 --- VRS texture is supplied by the primary XRInterface.

  • VRS_MAX = 3 --- Represents the size of the VRSMode enum.

Property Descriptions

  • bool audio_listener_enable_2d

Default

false

Setter

set_as_audio_listener_2d(value)

Getter

is_audio_listener_2d()

If true, the viewport will process 2D audio streams.


  • bool audio_listener_enable_3d

Default

false

Setter

set_as_audio_listener_3d(value)

Getter

is_audio_listener_3d()

If true, the viewport will process 3D audio streams.


Default

1

Setter

set_default_canvas_item_texture_filter(value)

Getter

get_default_canvas_item_texture_filter()

Sets the default filter mode used by CanvasItems in this Viewport. See DefaultCanvasItemTextureFilter for options.


Default

0

Setter

set_default_canvas_item_texture_repeat(value)

Getter

get_default_canvas_item_texture_repeat()

Sets the default repeat mode used by CanvasItems in this Viewport. See DefaultCanvasItemTextureRepeat for options.


Setter

set_canvas_transform(value)

Getter

get_canvas_transform()

The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItems. This is relative to the global canvas transform of the viewport.


Default

0

Setter

set_debug_draw(value)

Getter

get_debug_draw()

The overlay mode for test rendered geometry in debug purposes.


Default

false

Setter

set_disable_3d(value)

Getter

is_3d_disabled()

Disable 3D rendering (but keep 2D rendering).


Default

0.2

Setter

set_fsr_sharpness(value)

Getter

get_fsr_sharpness()

Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.

To control this property on the root viewport, set the ProjectSettings.rendering/scaling_3d/fsr_sharpness project setting.


Setter

set_global_canvas_transform(value)

Getter

get_global_canvas_transform()

The global canvas transform of the viewport. The canvas transform is relative to this.


  • bool gui_disable_input

Default

false

Setter

set_disable_input(value)

Getter

is_input_disabled()

If true, the viewport will not receive input events.


  • bool gui_embed_subwindows

Default

false

Setter

set_embedding_subwindows(value)

Getter

is_embedding_subwindows()

If true, sub-windows (popups and dialogs) will be embedded inside application window as control-like nodes. If false, they will appear as separate windows handled by the operating system.


  • bool gui_snap_controls_to_pixels

Default

true

Setter

set_snap_controls_to_pixels(value)

Getter

is_snap_controls_to_pixels_enabled()

If true, the GUI controls on the viewport will lay pixel perfectly.


  • bool handle_input_locally

Default

true

Setter

set_handle_input_locally(value)

Getter

is_handling_input_locally()


  • float mesh_lod_threshold

Default

1.0

Setter

set_mesh_lod_threshold(value)

Getter

get_mesh_lod_threshold()

The automatic LOD bias to use for meshes rendered within the Viewport (this is analogous to ReflectionProbe.mesh_lod_threshold). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to 0.0, automatic LOD is disabled. Increase mesh_lod_threshold to improve performance at the cost of geometry detail.

To control this property on the root viewport, set the ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels project setting.

Note: mesh_lod_threshold does not affect GeometryInstance3D visibility ranges (also known as "manual" LOD or hierarchical LOD).


Default

0

Setter

set_msaa_2d(value)

Getter

get_msaa_2d()

The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing.


Default

0

Setter

set_msaa_3d(value)

Getter

get_msaa_3d()

The multisample anti-aliasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d scaling_3d_mode for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.


Default

false

Setter

set_use_own_world_3d(value)

Getter

is_using_own_world_3d()

If true, the viewport will use a unique copy of the World3D defined in world_3d.


  • bool physics_object_picking

Default

false

Setter

set_physics_object_picking(value)

Getter

get_physics_object_picking()

If true, the objects rendered by viewport become subjects of mouse picking process.


  • bool positional_shadow_atlas_16_bits

Default

true

Setter

set_positional_shadow_atlas_16_bits(value)

Getter

get_positional_shadow_atlas_16_bits()


Default

2

Setter

set_positional_shadow_atlas_quadrant_subdiv(value)

Getter

get_positional_shadow_atlas_quadrant_subdiv()

The subdivision amount of the first quadrant on the shadow atlas.


Default

2

Setter

set_positional_shadow_atlas_quadrant_subdiv(value)

Getter

get_positional_shadow_atlas_quadrant_subdiv()

The subdivision amount of the second quadrant on the shadow atlas.


Default

3

Setter

set_positional_shadow_atlas_quadrant_subdiv(value)

Getter

get_positional_shadow_atlas_quadrant_subdiv()

The subdivision amount of the third quadrant on the shadow atlas.


Default

4

Setter

set_positional_shadow_atlas_quadrant_subdiv(value)

Getter

get_positional_shadow_atlas_quadrant_subdiv()

The subdivision amount of the fourth quadrant on the shadow atlas.


  • int positional_shadow_atlas_size

Default

2048

Setter

set_positional_shadow_atlas_size(value)

Getter

get_positional_shadow_atlas_size()

The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.

Note: If this is set to 0, no shadows will be visible at all (including directional shadows).


Default

0

Setter

set_scaling_3d_mode(value)

Getter

get_scaling_3d_mode()

Sets scaling 3d mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.

To control this property on the root viewport, set the ProjectSettings.rendering/scaling_3d/mode project setting.


Default

1.0

Setter

set_scaling_3d_scale(value)

Getter

get_scaling_3d_scale()

Scales the 3D render buffer based on the viewport size uses an image filter specified in ProjectSettings.rendering/scaling_3d/mode to scale the output image to the full viewport size. Values lower than 1.0 can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than 1.0 are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also ProjectSettings.rendering/anti_aliasing/quality/msaa_3d for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.

When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.

To control this property on the root viewport, set the ProjectSettings.rendering/scaling_3d/scale project setting.


Default

0

Setter

set_screen_space_aa(value)

Getter

get_screen_space_aa()

Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.


Default

1

Setter

set_sdf_oversize(value)

Getter

get_sdf_oversize()


Default

1

Setter

set_sdf_scale(value)

Getter

get_sdf_scale()


  • bool snap_2d_transforms_to_pixel

Default

false

Setter

set_snap_2d_transforms_to_pixel(value)

Getter

is_snap_2d_transforms_to_pixel_enabled()


  • bool snap_2d_vertices_to_pixel

Default

false

Setter

set_snap_2d_vertices_to_pixel(value)

Getter

is_snap_2d_vertices_to_pixel_enabled()


  • float texture_mipmap_bias

Default

0.0

Setter

set_texture_mipmap_bias(value)

Getter

get_texture_mipmap_bias()

Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).

Enabling temporal antialiasing (use_taa) will automatically apply a -0.5 offset to this value, while enabling FXAA (screen_space_aa) will automatically apply a -0.25 offset to this value. If both TAA and FXAA are enbled at the same time, an offset of -0.75 is applied to this value.

Note: If scaling_3d_scale is lower than 1.0 (exclusive), texture_mipmap_bias is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is log2(scaling_3d_scale) + mipmap_bias.

To control this property on the root viewport, set the ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias project setting.


  • bool transparent_bg

Default

false

Setter

set_transparent_background(value)

Getter

has_transparent_background()

If true, the viewport should render its background as transparent.


  • bool use_debanding

Default

false

Setter

set_use_debanding(value)

Getter

is_using_debanding()


  • bool use_occlusion_culling

Default

false

Setter

set_use_occlusion_culling(value)

Getter

is_using_occlusion_culling()

If true, OccluderInstance3D nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, ProjectSettings.rendering/occlusion_culling/use_occlusion_culling must be set to true instead.

Note: Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges (GeometryInstance3D.visibility_range_begin and GeometryInstance3D.visibility_range_end) compared to occlusion culling.


Default

false

Setter

set_use_taa(value)

Getter

is_using_taa()

Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.

Note: The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.


Default

false

Setter

set_use_xr(value)

Getter

is_using_xr()

If true, the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.


Default

0

Setter

set_vrs_mode(value)

Getter

get_vrs_mode()

The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.


Setter

set_vrs_texture(value)

Getter

get_vrs_texture()

Texture to use when vrs_mode is set to VRS_TEXTURE.


Setter

set_world_2d(value)

Getter

get_world_2d()

The custom World2D which can be used as 2D environment source.


Setter

set_world_3d(value)

Getter

get_world_3d()

The custom World3D which can be used as 3D environment source.

Method Descriptions

Returns the first valid World2D for this viewport, searching the world_2d property of itself and any Viewport ancestor.


Returns the first valid World3D for this viewport, searching the world_3d property of itself and any Viewport ancestor.


Returns the currently active 2D camera. Returns null if there are no active cameras.


Returns the currently active 3D camera.


Returns the total transform of the viewport.


  • Vector2 get_mouse_position ( ) const

Returns the mouse's position in this Viewport using the coordinate system of this Viewport.


Returns the PositionalShadowAtlasQuadrantSubdiv of the specified quadrant.



Returns the viewport's texture.

Note: When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. Node._ready. To make sure the texture you get is correct, you can await RenderingServer.frame_post_draw signal.

func _ready():
    await RenderingServer.frame_post_draw
    $Viewport.get_texture().get_image().save_png("user://Screenshot.png")

  • RID get_viewport_rid ( ) const

Returns the viewport's RID from the RenderingServer.


  • Rect2 get_visible_rect ( ) const

Returns the visible rectangle in global screen coordinates.


  • Variant gui_get_drag_data ( ) const

Returns the drag data from the GUI, that was previously returned by Control._get_drag_data.


Returns the Control having the focus within this viewport. If no Control has the focus, returns null.


  • bool gui_is_drag_successful ( ) const

Returns true if the drag operation is successful.


  • bool gui_is_dragging ( ) const

Returns true if the viewport is currently performing a drag operation.

Alternative to Node.NOTIFICATION_DRAG_BEGIN and Node.NOTIFICATION_DRAG_END when you prefer polling the value.


  • void gui_release_focus ( )

Removes the focus from the currently focused Control within this viewport. If no Control has the focus, does nothing.


  • bool is_input_handled ( ) const



  • void push_text_input ( String text )


  • void push_unhandled_input ( InputEvent event, bool in_local_coords=false )


  • void set_input_as_handled ( )

Stops the input from propagating further down the SceneTree.


Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.


  • void warp_mouse ( Vector2 position )

Moves the mouse pointer to the specified position in this Viewport using the coordinate system of this Viewport.