Category: Built-In Types
Pre-parsed scene tree path.
|NodePath||NodePath ( String from )|
|NodePath||get_as_property_path ( )|
|String||get_concatenated_subnames ( )|
|String||get_name ( int idx )|
|int||get_name_count ( )|
|String||get_subname ( int idx )|
|int||get_subname_count ( )|
|bool||is_absolute ( )|
|bool||is_empty ( )|
A pre-parsed relative or absolute path in a scene tree, for use with Node.get_node and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance,
"Path2D/PathFollow2D/Sprite:texture:size" would refer to the
size property of the
texture resource on the node named
"Sprite" which is a child of the other named nodes in the path.
You will usually just pass a string to Node.get_node and it will be automatically converted, but you may occasionally want to parse a path ahead of time with NodePath or the literal syntax
@"path". Exporting a
NodePath variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
NodePath is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of “subnames” which can be resources or properties.
Create a NodePath from a string, e.g. “Path2D/PathFollow2D/Sprite:texture:size”. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path,
".." indicate the current node and its parent.
The “subnames” optionally included after the path to the target node can point to resources or properties, and can also be nested.
Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
# Points to the Sprite node "Path2D/PathFollow2D/Sprite" # Points to the Sprite node and its 'texture' resource. # get_node() would retrieve "Sprite", while get_node_and_resource() # would retrieve both the Sprite node and the 'texture' resource. "Path2D/PathFollow2D/Sprite:texture" # Points to the Sprite node and its 'position' property. "Path2D/PathFollow2D/Sprite:position" # Points to the Sprite node and the 'x' component of its 'position' property. "Path2D/PathFollow2D/Sprite:position:x" # Absolute path (from 'root') "/root/Level/Path2D"
- NodePath get_as_property_path ( )
Returns a node path with a colon character (
:) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
# This will be parsed as a node path to the 'x' property in the 'position' node var node_path = NodePath("position:x") # This will be parsed as a node path to the 'x' component of the 'position' property in the current node var property_path = node_path.get_as_property_path() print(property_path) # :position:x
- String get_concatenated_subnames ( )
Returns all subnames concatenated with a colon character (
:) as separator, i.e. the right side of the first colon in a node path.
var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") print(nodepath.get_concatenated_subnames()) # texture:load_path
Get the node name indicated by
idx (0 to get_name_count).
var node_path = NodePath("Path2D/PathFollow2D/Sprite") print(node_path.get_name(0)) # Path2D print(node_path.get_name(1)) # PathFollow2D print(node_path.get_name(2)) # Sprite
- int get_name_count ( )
Get the number of node names which make up the path. Subnames (see get_subname_count) are not included.
"Path2D/PathFollow2D/Sprite" has 3 names.
Get the resource or property name indicated by
idx (0 to get_subname_count).
var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") print(node_path.get_subname(0)) # texture print(node_path.get_subname(1)) # load_path
- int get_subname_count ( )
Get the number of resource or property names (“subnames”) in the path. Each subname is listed after a colon character (
:) in the node path.
"Path2D/PathFollow2D/Sprite:texture:load_path" has 2 subnames.
- bool is_absolute ( )
true if the node path is absolute (as opposed to relative), which means that it starts with a slash character (
/). Absolute node paths can be used to access the root node (
"/root") or autoloads (e.g.
"/global" if a “global” autoload was registered).
- bool is_empty ( )
true if the node path is empty.