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NodePath¶
A pre-parsed scene tree path.
Description¶
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 example, "Path2D/PathFollow2D/Sprite2D:texture:size"
would refer to the size
property of the texture
resource on the node named "Sprite2D"
, 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.
A 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.
Some examples of NodePaths include the following:
# No leading slash means it is relative to the current node.
^"A" # Immediate child A
^"A/B" # A's child B
^"." # The current node.
^".." # The parent node.
^"../C" # A sibling node C.
^"../.." # The grandparent node.
# A leading slash means it is absolute from the SceneTree.
^"/root" # Equivalent to get_tree().get_root().
^"/root/Main" # If your main scene's root node were named "Main".
^"/root/MyAutoload" # If you have an autoloaded node or scene.
See also StringName, which is a similar concept for general-purpose string interning.
Note: In the editor, NodePath properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
Note: In a boolean context, a NodePath will evaluate to false
if it is empty (NodePath("")
). Otherwise, a NodePath will always evaluate to true
.
Note
There are notable differences when using this API with C#. See Différences de l'API C# par rapport à GDScript for more information.
Tutorials¶
Constructors¶
NodePath ( ) |
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Methods¶
get_as_property_path ( ) const |
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get_concatenated_names ( ) const |
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get_concatenated_subnames ( ) const |
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