Up to date
This page is up to date for Godot 4.0
.
If you still find outdated information, please open an issue.
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¶
|
||
|
||
|
||
|
Methods¶
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_NODE_RECACHE_REQUESTED = 30
Notification received when other nodes in the tree may have been removed/replaced and node pointers may require re-caching.
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 = ""
Add a custom description to a node. It will be displayed in a tooltip when hovered in editor's scene tree.
MultiplayerAPI multiplayer
MultiplayerAPI get_multiplayer ( )
The MultiplayerAPI instance associated with this node. See SceneTree.get_multiplayer.
StringName name
void set_name ( StringName value )
StringName get_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
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
void set_process_mode ( ProcessMode value )
ProcessMode get_process_mode ( )
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
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
- <