Groups in Godot work like tags in other software. You can add a node to as many groups as you want. Then, in code, you can use the SceneTree to:
Get a list of nodes in a group.
Call a method on all nodes in a group.
Send a notification to all nodes in a group.
This is a useful feature to organize large scenes and decouple code.
Adding nodes to a group¶
There are two ways to add nodes to groups:
Using the Node dock in the editor.
Using the Node dock¶
You can add nodes in the current scene to groups using the Groups tab in the Node dock.
Select one or more nodes in the Scene dock and write the group name in the field, then click Add.
You should now see the group appear.
In a complex project, you may end up with many groups or large scenes with many nodes. You can add or remove any node to groups using the Group Editor window. To access it, click the Manage Groups button.
The Group Editor window appears. Here's a screenshot from a complex project to illustrate the tool's purpose.
It has three columns:
A list of groups used by nodes in the current scene.
A list of nodes that are not part of the selected group.
A list of nodes in the group.
The fields at the bottom allow you to add new groups or filter nodes in the second and third columns.
Any node name that's greyed out means the node was added to the group in a different scene and you cannot edit it here. This happens on scene instances in particular.
You can also manage groups from scripts. The following code adds the node to
which you attach the script to the
guards group as soon as it enters the
Imagine you're creating an infiltration game. When an enemy spots the player, you want all guards and robots to be on alert.
In the fictional example below, we use
SceneTree.call_group() to alert all
enemies that the player was spotted.
The above code calls the function
enter_alert_mode on every member of the
To get the full list of nodes in the
guards group as an array, you can call
The SceneTree class provides many more useful methods to interact with scenes, their node hierarchy, and groups. It allows you to switch scenes easily or reload them, quit the game or pause and unpause it. It also provides useful signals.