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Informazioni su Godot

  • Introduzione
    • Prima di cominciare
    • Informazioni sul Godot Engine
    • Organizzazione della documentazione
    • Riguardo questa documentazione
  • Elenco delle funzionalità
    • Piattaforme
    • Editor
    • Renderer
    • Grafica 2D
    • Strumenti 2D
    • Fisica 2D
    • Grafica 3D
    • Strumenti 3D
    • Fisica 3D
    • Shader
    • Scripting
    • Audio
    • Importa
    • Input
    • Navigazione
    • Networking
    • Internazionalizzazione
    • Finestre e integrazione del sistema operativo
    • Mobile
    • Supporto XR (AR e VR)
    • Sistema GUI
    • Animazione
    • Formati del file
    • Varie
  • Requisiti di sistema
    • Editor Godot
      • PC Desktop o laptop - Minime
      • Dispositivi mobili (smartphone/tablet) - Minime
      • PC Desktop o laptop - Consigliate
      • Dispositivi mobili (smartphone/tablet) - Consigliate
    • Progetto esportato di Godot
      • PC Desktop o laptop - Minime
      • Dispositivi mobili (smartphone/tablet) - Minime
      • PC Desktop o laptop - Consigliate
      • Dispositivi mobili (smartphone/tablet) - Consigliate
  • Domande frequenti
    • Cosa posso fare con Godot? Quanto costa? Quali sono le condizioni di licenza?
    • Quali piattaforme sono supportate da Godot?
    • Quali sono i linguaggi di programmazione supportati in Godot?
    • Cos'è GDScript e perché dovrei usarlo?
    • Quali sono state le motivazioni alla base della creazione di GDScript?
    • Quale linguaggio di programmazione è il più veloce?
    • Quali sono i formati per i modelli 3D supportati da Godot?
    • Sarà [inserire SDK proprietari come FMOD, Gameworks, ecc.] supportato in Godot?
    • Come posso estendere Godot?
    • Come installo l'editor di Godot sul mio Sistema Operativo (per l'integrazione col desktop)?
      • Windows
      • macOS
      • Linux
    • L'editor Godot è un'applicazione portabile?
    • Perché Godot da priorità a Vulkan e OpenGL invece di Direct3D?
    • Perché Godot cerca di mantenere piccolo il suo set di funzionalità principali?
    • Come devono essere creati i contenuti per gestire più risoluzioni e proporzioni?
    • Quando uscirà la prossima versione di Godot?
    • Quale versione di Godot dovrei usare per un nuovo progetto?
    • Dovrei aggiornare il mio progetto per utilizzare le nuove versioni di Godot?
    • Dovrei usare il renderer Forward+, Mobile o Compatibilità?
    • Vorrei contribuire! Come posso iniziare?
    • Ho una grande idea per Godot. Come posso condividerla?
    • È possibile utilizzare Godot per creare applicazioni che non siano giochi?
    • È possibile utilizzare Godot come libreria?
    • Quale toolkit di interfaccia utente usa Godot?
    • Perché Godot utilizza il sistema di compilazione SCons?
    • Perché Godot non usa STL (Standard Template Library)?
    • Perché Godot non utilizza le eccezioni?
    • Godot utilizza un ECS (Sistema di componenti di entità)?
    • Perché Godot non obbliga gli utenti a implementare il DoD (Data-Oriented Design)?
    • Come posso supportare lo sviluppo o contribuire a Godot?
    • Chi sta lavorando su Godot? Come posso contattarvi?
  • Rispettare le licenze
    • Cosa sono le licenze?
    • Requisiti
    • Inclusione
      • Schermata dei crediti
      • Schermata delle licenze
      • Registro (log) di output
      • File di accompagnamento
      • Manuale stampato
      • Collegamento alla licenza
    • Licenze di terze parti
  • Politica di rilascio di Godot
    • Controllo delle versioni di Godot
    • Tempistiche di supporto della versione
    • Quale versione dovrei usare per un nuovo progetto?
    • Should I upgrade my project to use new engine versions?
    • Quando uscirà la prossima versione?
    • Quali sono i criteri di compatibilità tra le versioni del motore?
  • Changelog della documentazione
    • Nuove pagine dalla versione 4.3
      • 2D
      • 3D
      • Debug
      • Editor
      • Prestazioni
      • Fisica
      • Renderer
      • Shader
    • Nuove pagine dalla versione 4.2
      • Informazioni su Godot
      • 2D
      • Contribuire
      • GDExtension
      • Migrazione
      • Renderer
      • XR
    • Nuove pagine dalla versione 4.1
      • C#
      • Sviluppo
      • Migrazione
      • I/O
      • Specifico per la piattaforma
    • Nuove pagine dalla versione 4.0
      • Sviluppo
      • Migrazione
      • Fisica
    • Nuove pagine dalla versione 3.6
      • 2D
      • 3D
      • Animazione
      • Pipeline di risorse
      • Sviluppo
      • Migrazione
      • Fisica
      • Scripting
      • Shader
      • Flusso di lavoro
      • XR
    • Nuove pagine dalla versione 3.5
    • Nuove pagine dalla versione 3.4
      • 3D
      • Animazione
      • Editor
    • Nuove pagine dalla versione 3.3
      • C++
      • GDScript
    • Nuove pagine dalla versione 3.2
      • 3D
      • Informazioni su Godot
      • Le migliori pratiche
      • Comunità
      • Sviluppo
      • Editor
      • Esporta
      • Input
      • Matematica
      • Specifico per la piattaforma
      • Fisica
      • Shader
      • Scripting
      • Interfaccia Utente (UI)
    • Nuove pagine dalla versione 3.1
      • Flusso di lavoro del progetto
      • 2D
      • Audio
      • Matematica
      • Ingressi
      • Internazionalizzazione
      • Shading
      • Networking
      • Estensioni
      • Multi-threading
      • Creazione di contenuti
      • Ottimizzazione
      • Legale
    • Nuove pagine dalla versione 3.0
      • Passo dopo passo
      • Scripting
      • Flusso di lavoro del progetto
      • 2D
      • 3D
      • Fisica
      • Animazione
      • Interfaccia Grafica
      • Viste
      • Shading
      • Estensioni
      • Specifico per la piattaforma
      • Multi-threading
      • Creazione di contenuti
      • Varie
      • Compilazione
      • Sviluppo del motore

Per iniziare

  • Introduzione
    • Introduzione a Godot
      • Cos'è Godot?
      • Cosa può fare il motore?
      • Come funziona e come appare?
      • Linguaggi di programmazione
      • Cosa devo sapere per usare Godot?
    • Impara a programmare con GDScript
      • Impara nel tuo browser con l'app GDScript
    • Panoramica dei concetti chiave di Godot
      • Scene
      • Nodi
      • L'albero di scene
      • Segnali
      • Sommario
    • Prima occhiata all'interfaccia di Godot
      • Il Gestore dei progetti
      • Prima occhiata all'editor di Godot
      • Le cinque schermate principali
      • Riferimento classi integrato
    • Imparare nuove funzionalità
      • Sfruttare al meglio questo manuale
      • Imparare a pensare come un programmatore
      • Imparare con la comunità
      • Tutorial della comunità
    • La filosofia progettuale di Godot
      • Progettazione e composizione orientata agli oggetti
      • Pacchetto tutto incluso
      • Open source
      • Gestito dalla comunità
      • L'editor di Godot è un gioco sviluppato in Godot
      • Motori 2D e 3D separati
  • Passo dopo passo
    • Nodi e Scene
      • Nodi
      • Scene
      • Creare la tua prima scena
      • Modifica delle proprietà di un nodo
      • Esecuzione della scena
      • Setting the main scene
    • Creazione di istanze
      • In pratica
      • Modificare scene e istanze
      • Istanze di scena come linguaggio di design
      • Sommario
    • Linguaggi di scripting
      • Linguaggi di scripting disponibili
      • Quale linguaggio dovrei utilizzare?
        • GDScript
        • .NET / C#
        • C++ mediante GDExtension
      • Sommario
    • Creare il tuo primo script
      • Impostazione del progetto
      • Creare un nuovo script
      • Hello, world!
      • Turning around
        • Moving forward
      • Script completo
    • Ascoltare l'input del giocatore
      • Movimento premendo "su"
      • Script completo
      • Sommario
    • Utilizzo dei segnali
      • Impostazione della scena
      • Collegare segnali nell'editor
      • Collegare un segnale tramite codice
      • Script completo
      • Segnali personalizzati
      • Sommario
  • Il tuo primo gioco 2D
    • Prerequisiti
    • Contenuti
      • Configurare il progetto
        • Organizzare il progetto
      • Creazione della scena del giocatore
        • Struttura del nodo
        • Animazione Sprite
      • Programmare il giocatore
        • Scegliere le animazioni
        • Preparare per le collisioni
      • Creare il nemico
        • Impostazione dei nodi
        • Script del nemico
      • La scena principale del gioco
        • Generazione dei Mostri
        • Script principale
        • Testare la scena
      • Heads up display (HUD)
        • ScoreLabel
        • Messaggio
        • StartButton
        • Collegamento di HUD a Main
        • Rimuovere i vecchi "creeps"
      • Rifinitura
        • Sfondo
        • Effetti Sonori
        • Scorciatoia da tastiera
        • Condividere il gioco finito con altri
  • Il tuo primo gioco 3D
    • Contenuti
      • Preparazione dell'area di gioco
        • Preparazione dell'area giocabile
      • Scena del giocatore e azioni di input
        • Creazione di azioni di input
      • Muovere il giocatore tramite codice
        • Testing our player's movement
      • Progettando la scena del mob
        • Rimozione dei mostri fuori dallo schermo
      • Generazione dei mostri
        • Creazione del percorso di generazione
        • Generazione casuale dei mostri
      • Saltare e schiacciare mostri
        • Controllo delle iterazioni fisiche
        • Saltare
        • Schiacciare i mostri
      • Uccidere il giocatore
        • Hitbox con il nodo Area
        • Terminare il gioco
        • Ricapitolo del codice
      • Punteggio e rigioco
        • Creazione di un tema per l'UI
        • Tenere traccia del punteggio
        • Riprovare il gioco
        • Aggiungere la musica
      • Animazione dei personaggi
        • Utilizzo dell'editor di animazione
        • L'animazione fluttuante
        • Animazione dei mob
      • Andare oltre
        • Esplorazione del manuale

Manuale

  • Le migliori pratiche
    • Introduzione
    • Applicare i principi orientati agli oggetti in Godot
      • Come gli script funzionano nel motore
      • Scene
    • Organizzazione di una scena
      • Come costruire relazioni in modo efficace
      • Scegliere una struttura per un albero di nodi
    • Quando usare scene anziché script
      • Tipi anonimi
      • Tipi con nome
      • Prestazioni di Script vs PackedScene
      • Conclusione
    • Autoload control nodi normali
      • Il problema dell'audio interrotto
      • Gestire funzionalità o dati condivisi
      • Quando utilizzare un Autoload
    • Quando e come evitare di utilizzare i nodi per tutto
    • Interfacce in Godot
      • Acquisire riferimenti di oggetti
      • Accedere ai dati o alla logica da un oggetto
    • Notifiche di Godot
      • _process vs _physics_process vs *_input
      • _init vs inizializzazione vs esportazione
      • _ready vs _enter_tree vs NOTIFICATION_PARENTED
    • Preferenze dei dati
      • Array vs Dictionary vs Object
      • Enumerazioni: int vs. string
      • AnimatedTexture vs AnimatedSprite2D vs AnimationPlayer vs AnimationTree
    • Preferenze di logica
      • Aggiungere nodi e modificarne le proprietà: cosa fare prima?
      • Caricamento (load) vs pre-caricamento (preload)
      • Livelli grandi: statico vs dinamico
    • Organizzazione di un progetto
      • Introduzione
      • Organizzazione
      • Guida di stile
      • Importazione
        • Ignorare cartelle specifiche
      • Distinzione tra maiuscole e minuscole
    • Sistemi di controllo versione
      • Introduzione
      • Estensioni di controllo versione
        • Estensione Git ufficiale
      • File da escludere dal VCS
      • Lavorare con Git su Windows
  • Risoluzione dei problemi
    • The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
    • The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
    • L'avvio dell'editor o del progetto richiede molto tempo
    • L'editor Godot appare bloccato dopo aver cliccato sulla console del sistema
    • The Godot editor's macOS dock icon gets duplicated every time it is manually moved
    • Un testo come "NO DC" appare nell'angolo in alto a sinistra della finestra del Gestore dei progetti e dell'editor
    • Un microfono o un'icona di "aggiornamento" appare nell'angolo in basso a destra della finestra del Gestore dei progetti e dell'editor
    • L'editor o il progetto appaiono troppo nitidi o sfocati
    • L'editor o il progetto sembrano avere colori sbiaditi
    • The editor/project freezes or displays glitched visuals after resuming the PC from suspend
    • Il progetto funziona quando viene eseguito dall'editor, ma non riesce a caricare alcuni file quando viene eseguito da una copia esportata
    • The project crashes frequently or instantly after opening it from the project manager
  • Presentazione dell'editor
    • Interfaccia dell'editor
      • Utilizzare il Gestore dei progetti
        • Creazione e importazione dei progetti
        • Apertura e importazione dei progetti
        • Scaricare demo e modelli
        • Gestione dei progetti con etichette
        • Modalità di recupero
      • L'Ispettore
        • Panoramica dell'interfaccia
      • Impostazioni del progetto
        • Modificare le impostazioni del progetto
        • Leggere le Impostazioni del progetto
        • Modificare manualmente project.godot
        • Impostazioni avanzate del progetto
      • Editor di script
        • Introduzione
        • Funzionalità
        • Utilizzo
      • Scorciatoie predefinite dell'editor
        • Azioni generali dell'editor
        • Pannelli inferiori
        • Editor 2D / CanvasItem
        • Editor 3D / Spatial
        • Editor di testo
        • Editor di script
        • Editor output
        • Debugger
        • File dialog
        • FileSystem dock
        • Scene tree dock
        • Animation track editor
        • TileMap editor
        • Editor di TileSet
        • Gestore dei progetti
      • Personalizzare l'interfaccia
        • Moving and resizing docks
        • Splitting the script or shader editor to its own window
        • Personalizzare i layout dell'editor
        • Personalizzare le impostazioni dell'editor
    • Editor XR
      • Utilizzare l'editor XR
        • Supporto per dispositivi XR
        • Permessi in fase di esecuzione
        • Consigli e trucchi
        • Limitazioni e problemi noti
    • Editor Android
      • Utilizzare l'editor Android
        • Supporto per dispositivi Android
        • Permessi in fase di esecuzione
        • Consigli e trucchi
        • Limitazioni e problemi noti
    • Editor Web
      • Utilizzare l'editor web
        • Supporto dei browser
        • Limitazioni
        • Importare un progetto
        • Modificare ed eseguire un progetto
        • Dove sono i file del mio progetto?
    • Funzionalità avanzate
      • Tutorial sulla riga di comando
        • Riferimento della riga di comando
        • Percorso
        • Impostare il percorso del progetto
        • Creare un progetto
        • Eseguire l'editor
        • Eliminare una scena
        • Eseguire il gioco
        • Debugging
        • Esportazione
        • Eseguire uno script
      • Utilizzare un editor di testo esterno
        • Caricare automaticamente i propri cambiamenti
        • Utilizzare un editor di testo esterno nel debugger
        • Estensioni ufficiali di editor
        • Supporto per LSP/DAP
    • Gestione delle funzionalità dell'editor
      • Gestione delle funzionalità dell'editor
        • Introduzione
        • Creare uno profilo
        • Condividere un profilo
  • Migrare a una nuova versione
    • Passare da Godot 3 a Godot 4
      • Dovrei passare a Godot 4?
        • Vantaggi dell'aggiornamento
        • Svantaggi dell'aggiornamento
        • Caveats of upgrading
      • Preparazione prima dell'aggiornamento (facoltativo)
      • Eseguire lo strumento di aggiornamento di progetti
        • Utilizzare il Gestore dei progetti
        • Utilizzo della linea di comando
      • Correggere il progetto dopo l'esecuzione dello strumento di aggiornamento dei progetti
        • Nodi e risorse rinominati automaticamente
        • Rinomina manuale di metodi, proprietà, segnali e costanti
        • Verificare le impostazioni del progetto
        • Verificare le impostazioni di ambiente
        • Aggiornare gli shader
        • Aggiornare gli script per tenere conto dei cambiamenti non compatibili
        • Interruzione di compatibilità delle risorse ArrayMesh
      • Elenco di metodi, proprietà, segnali e costanti rinominati automaticamente
      • Trasferire le impostazioni dell'editor
    • Passare da Godot 4.0 a Godot 4.1
      • Cambiamenti distruttivi
        • Fondamentali
        • Animazione
        • Nodi 2D
        • Nodi 3D
        • Nodi GUI
        • Fisica
        • Renderer
        • Navigazione
        • Networking
        • Estensioni per l'editor
      • Cambiamenti di comportamento
      • Aggiornamento di GDExtension per 4.1
    • Passare da Godot 4.1 a Godot 4.2
      • Cambiamenti distruttivi
        • Fondamentali
        • Animazione
        • Nodi GUI
        • Renderer
        • Testo
        • GraphEdit
        • TileMap
        • XR
    • Passare da Godot 4.2 a Godot 4.3
      • Cambiamenti distruttivi
        • GDExtension
        • Animazione
        • Nodi GUI
        • Fisica
        • Renderer
        • Testo
        • Audio
        • Navigazione
        • TileMap
        • XR
        • Estensioni per l'editor
      • Cambiamenti di comportamento
        • Fondamentali
        • Animazione
        • Nodi GUI
        • Multiplayer
        • Renderer
        • TileMap
        • Android
    • Upgrading from Godot 4.3 to Godot 4.4
      • Cambiamenti distruttivi
        • Fondamentali
        • Nodi GUI
        • Fisica
        • Renderer
        • Navigazione
        • Estensioni per l'editor
      • Cambiamenti di comportamento
        • Fondamentali
        • Renderer
        • CSG
        • Android
  • 2D
    • Introduzione al 2D
      • Spazio di lavoro 2D
        • Barra degli strumenti principale
        • Sistema di coordinate
        • Viewport 2D
      • Nodo Node2D e Control
      • 3D in 2D
    • Canvas layers
      • Viewport and Canvas items
      • CanvasLayers
    • Viewport and canvas transforms
      • Introduzione
      • Canvas transform
      • Global canvas transform
      • Stretch transform
      • Window transform
      • Transform order
      • Transform functions
      • Feeding custom input events
    • Renderer
      • Luci e ombre 2D
        • Introduzione
        • Nodi
        • Point lights
        • Luce direzionale
        • Common light properties
        • Setting up shadows
        • Normal and specular maps
        • Using additive sprites as a faster alternative to 2D lights
      • Mesh 2D
        • Introduzione
        • Optimizing pixels drawn
        • Conversione degli Sprite2D in mesh 2D
      • Animazione di sprite 2D
        • Introduzione
        • Individual images with AnimatedSprite2D
        • Sprite sheet with AnimatedSprite2D
        • Sprite sheet with AnimationPlayer
        • Sommario
      • Sistemi di particelle 2D
        • Introduzione
        • Time parameters
        • Parametri di disegno
        • Particle Process Material Settings
      • Utilizzo di ParticlesProcessMaterial in 2D
        • Proprietà di materiale di processo
        • Flag di particelle
        • Spawn
        • Velocità animata
        • Accelerazioni
        • Display
        • Forme di emissione
      • Antialiasing 2D
        • Introduzione
        • Proprietà antialiasing in Line2D e disegno personalizzato
        • Antialiasing multi-campione (MSAA)
      • Custom drawing in 2D
        • Introduzione
        • Disegnare
        • Aggiornamento
        • Coordinates and line width alignment
        • Disegno con antialiasing
        • Strumenti
        • Example 1: drawing a custom shape
        • Example 2: drawing a dynamic line
      • 2D Parallax
        • Introduzione
        • Per iniziare
        • Scala di scorrimento
        • Infinite repeat
        • Scroll offset
        • Numero di ripetizioni
        • Schermo diviso
        • Vedere l'anteprima nell'editor
    • Fisica e movimento
      • 2D movement overview
        • Introduzione
        • Configura
        • Movimento a 8 direzioni
        • Rotazione + Movimento
        • Rotazione + Movimento (mouse)
        • Clicca e muovi
        • Sommario
    • Strumenti
      • Utilizzo di TileSet
        • Introduzione
        • Creare un nuovo TileSet
        • Merging several atlases into a single atlas
        • Adding collision, navigation and occlusion to the TileSet
        • Assigning custom metadata to the TileSet's tiles
        • Creare insiemi di terreno (autotiling)
        • Assigning properties to multiple tiles at once
        • Creare tasselli alternativi
      • Utilizzo di TileMaps
        • Introduzione
        • Specificare il TileSet nel TileMapLayer
        • Più di un TileMapLayer e impostazioni
        • Aprire l'editor di TileMap
        • Selecting tiles to use for painting
        • Strumenti e modalità di disegno
        • Painting randomly using scattering
        • Saving and loading premade tile placements using patterns
        • Handling tile connections automatically using terrains
        • Gestione dei tasselli mancati
  • 3D
    • Introduzione al 3D
      • 3D workspace
        • Barra degli strumenti principale
        • Menu di vista della viewport
        • Sistema di coordinate
        • Space and manipulation gizmos
        • Navigazione nell'ambiente 3D
        • Using Blender-style transform shortcuts
      • Nodo Node3D
      • Contenuto 3D
        • Manually authored models (using 3D modeling software)
        • Geometria generata
        • Geometria immediata
        • 2D in 3D
      • Ambiente
        • Anteprima di ambiente e di luce
        • Telecamere
        • Luci
    • Using 3D transforms
      • Introduzione
      • Problems of Euler angles
        • Ordine degli assi
        • Interpolazione
        • Say no to Euler angles
      • Introduzione alle trasformazioni
        • Manipolazione delle trasformazioni
        • Errori di precisione
        • Ottenere informazioni
        • Setting information
        • Interpolating with quaternions
      • Transforms are your friend
    • Geometria procedurale
      • Utilizzo di ArrayMesh
        • Preparazione dell'ArrayMesh
        • Generazione della geometria
        • Salvare
      • Using the MeshDataTool
      • Utilizzo di SurfaceTool
      • Utilizzo di ImmediateMesh
      • Che cos'è la geometria?
      • Che cos'è una Mesh?
      • Cosa è una Mesh
        • Superfici
        • Array di superficie
      • Strumenti
        • ArrayMesh
        • MeshDataTool
        • SurfaceTool
        • ImmediateMesh
      • Quale dovrei usare?
    • 3D text
      • Introduzione
      • Label3D
        • Vantaggi
        • Limitazioni
      • TextMesh
        • Vantaggi
        • Limitazioni
      • Projected Label node (or any other Control)
        • Vantaggi
        • Limitazioni
      • Should I use Label3D, TextMesh or a projected Control?
    • Renderer
      • 3D rendering limitations
        • Introduzione
        • Limiti di dimensioni delle texture
        • Color banding
        • Depth buffer precision
        • Transparency sorting
      • Standard Material 3D and ORM Material 3D
        • Introduzione
        • Impostazioni 3D di BaseMaterial
        • Trasparenza
        • Shading
        • Colore di vertice
        • Albedo
        • Metallico
        • Rugosità
        • Emissione
        • Mappa di normali
        • Rim
        • Rivestimento trasparente
        • Anisotropia
        • Occlusione ambientale
        • Altezza
        • Subsurface Scattering
        • Illuminazione posteriore
        • Rifrazione
        • Dettaglio
        • UV1 and UV2
        • Campionamento
        • Ombre
        • Billboard
        • Crescere
        • Trasformazione
        • Proximity and Distance Fade
        • Impostazioni di materiale
        • Priorità di rendering
        • Passo successivo
      • Luci e ombre 3D
        • Introduzione
        • Nodi di luce
        • Limiti al numero di luci
        • Mappatura delle ombre
        • Luce direzionale
        • Luce omnidirezionale
        • Spot light
        • Shadow atlas
        • Balancing performance and quality
      • Utilizzo delle decalcomanie
        • Casi d'uso
        • Quick start guide
        • Proprietà del nodo Decal
        • Ordine di rendering della decalcomania
        • Tweaking performance and quality
        • Limitazioni
      • Physical light and camera units
        • Why use physical light and camera units?
        • Configurare le unità di illuminazione fisica
        • Configurare le unità di telecamera fisica
      • Sistemi di particelle (2D)
        • Creating a 3D particle system
        • 3D Particle system properties
        • Proprietà di materiale di processo
        • Particle flags
        • Spawn
        • Accelerazioni
        • Display
        • Collision
        • Sub-emitter
        • Particle sub-emitters
        • Scie di particelle 3D
        • Particle turbulence
        • Attrattori di particelle 3D
        • 3D Particle collisions
        • Complex emission shapes
      • High dynamic range lighting
        • Introduzione
        • Display dei computer
        • Scene linear & asset pipelines
        • Parameters of HDR
      • Illuminazione globale
        • Introduzione all'illuminazione globale
        • Using Voxel global illumination
        • Signed distance field global illumination (SDFGI)
        • Using Lightmap global illumination
        • Sonde di riflessi
        • Faking global illumination
      • Environment and post-processing
        • Ambiente
        • Camera attributes
        • Opzioni di ambiente
        • Mid- and post-processing effects
        • Opzioni di attributi della telecamera
      • Volumetric fog and fog volumes
        • Proprietà della nebbia volumetrica
        • Light interaction with volumetric fog
        • Using volumetric fog as a volumetric lighting solution
        • Balancing performance and quality
        • Using fog volumes for local volumetric fog
        • Proprietà di un FogVolume
        • Shader di FogVolume personalizzati
        • Faking volumetric fog using quads
      • Antialiasing 3D
        • Introduzione
        • Antialiasing multi-campione (MSAA)
        • Antialiasing temporale (TAA)
        • AMD FidelityFX Super Resolution 2.2 (FSR2)
        • Antialiasing approssimativo rapido (FXAA)
        • Antialiasing supercampione (SSAA)
        • Screen-space roughness limiter
        • Texture roughness limiter on import
        • Quale tecnica di antialiasing dovrei usare?
    • Ottimizzazione
      • Utilizzo di MultiMeshInstance3D
        • Introduzione
        • Setting up the nodes
        • Impostazioni di MultiMesh
      • Mesh level of detail (LOD)
        • Introduzione
        • Confronto visivo
        • Generazione di LOD mesh
        • Comparing mesh LOD visuals and performance
        • Configuring mesh LOD performance and quality
        • Using mesh LOD with MultiMesh and particles
      • Campi di visibilità (HLOD)
        • How it works
        • Configurazione del campo di visibilità
        • Proprietà del campo di visibilità
        • Consigli di configurazione
      • Occlusion culling
        • Perché utilizzare l'occlusion culling
        • Come l'occlusion culling funziona in Godot
        • Configurazione dell'occlusion culling
        • Previewing occlusion culling
        • Considerazioni sulle prestazioni
        • Risoluzione dei problemi
      • Resolution scaling
        • Why use resolution scaling?
        • Resolution scaling options
        • Risoluzione dei problemi
      • Variable rate shading
        • Che cos'è il variable rate shading?
        • Supporto hardware
        • Utilizzare il variable rate shading in Godot
    • Strumenti
      • Prototyping levels with CSG
        • Introduzione ai nodi CSG
        • Prototyping a level
        • Using prototype textures
        • Convertire in MeshInstance3D
        • Esportare come glTF
      • Utilizzo di GridMap
        • Introduzione
        • Progetto d'esempio
        • Creating a MeshLibrary
        • Collisioni
        • Materiali
        • NavigationMeshes
        • MeshLibrary format
        • Exporting the MeshLibrary
        • Utilizzo di GridMap
        • Using GridMap in code
      • Third-person camera with spring arm
        • Introduzione
        • Che cos'è un braccio a molla?
        • Braccio a molla con una telecamera
        • Configurare il braccio a molla e la telecamera
  • Animazione
    • Introduzione alle funzionalità d'animazione
      • Create an AnimationPlayer node
      • Computer animation relies on keyframes
      • Tutorial: Creating a simple animation
        • Impostazione della scena
        • Aggiungere un'animazione
        • Gestire le librerie di animazione
        • Aggiungere una traccia
        • The second keyframe
        • Riproduci l'animazione
        • Autoplay on load
        • Avanti e indietro
        • Impostazioni di traccia
      • Keyframes for other properties
      • Modifica di fotogrammi chiave
      • Utilizzo di tracce RESET
      • Onion Skinning
      • Animation Markers
    • Tipi di tracce d'animazione
      • Property Track
      • Position 3D / Rotation 3D / Scale 3D Track
      • Blend Shape Track
      • Call Method Track
      • Bezier Curve Track
      • Audio Playback Track
      • Animation Playback Track
    • Cutout animation
      • Che cos'è?
      • Cutout animation in Godot
      • Creazione di GBot
      • Setting up the rig
      • Adjusting the pivot
      • Nodo RemoteTransform2D
      • Completing the skeleton
      • Scheletri
      • Catene IK
      • Suggerimenti per l'animazione
        • Setting keyframes and excluding properties
      • Creare una posa di riposo
      • Modifying rotation only
      • Keyframing IK chains
      • Visually move a sprite behind its parent
      • Setting easing curves for multiple keys
      • 2D Skeletal deform
    • Scheletri 2D
      • Introduzione
      • Configura
      • Creazione dei poligoni
      • Creazione dello scheletro
      • Deforming the polygons
      • Vertici interni
    • Utilizzo di AnimationTree
      • Introduzione
      • Creazione di un AnimationTree
      • Creazione di un albero
      • Blend tree
        • Blend2 / Blend3
        • OneShot
        • TimeSeek
        • TimeScale
        • Transizione
        • BlendSpace2D
        • BlendSpace1D
        • StateMachine
      • For better blending
      • Movimento della radice
      • Controlling from code
      • State machine travel
    • Playing videos
      • Formati di riproduzione supportati
      • Configurazione di VideoStreamPlayer
        • Gestire il ridimensionamento e i diverse rapporti di aspetto
        • Displaying a video on a 3D surface
        • Looping a video
      • Video decoding conditions and recommended resolutions
      • Limitazioni della riproduzione
      • Recommended Theora encoding settings
        • Balancing quality and file size
        • FFmpeg: Convert while preserving original video resolution
        • FFmpeg: Resize the video then convert it
      • Chroma Key Videos
        • Configurazione della scena
        • Scrivere lo shader personalizzato
        • Control dell'UI
        • Gestione dei segnali
    • Creare film
      • Enabling Movie Maker mode
        • Utilizzo tramite riga di comando
      • Scegliere un formato di output
        • AVI (consigliato)
        • PNG
        • Personalizzato
      • Configurazione
      • Quitting Movie Maker mode
      • Using high-quality graphics settings
      • Rendering at a higher resolution than the screen resolution
      • Passaggi di post-elaborazione
        • Convertire un video AVI in MP4
        • Converting PNG image sequence + WAV audio to a video
        • Ritagliare un video
        • Ridimensionare un video
        • Ridurre il framerate
        • Generating accumulation motion blur with FFmpeg
  • Pipeline di risorse
    • Processo d'importazione
      • Importare contenuti in Godot
      • Cambiare i parametri di importazione
      • Reimportazione di più contenuti
      • Reimportazione automatica
      • File generati
      • Cambiare il tipo della risorsa da importare
      • Cambiare i parametri di importazione standard
      • Ulteriore lettura
    • Importazione di immagini
      • Supported image formats
      • Importazione di texture
        • Cambiare il tipo da importare
        • Rileva 3D
      • Opzioni di importazione
        • Compress > Mode
        • Compress > High Quality
        • Comprimi > Compressione HDR
        • Comprimi > Mappa di normali
        • Compress > Channel Pack
        • Mipmap > Genera
        • Mipmap > Limite
        • Rugosità > Modalità
        • Roughness > Src Normal
        • Process > Fix Alpha Border
        • Process > Premult Alpha
        • Process > Normal Map Invert Y
        • Process > HDR as sRGB
        • Process > HDR Clamp Exposure
        • Process > Size Limit
        • Detect 3D > Compress To
        • SVG > Scala
        • Editor > Scale With Editor Scale
        • Editor > Convert Colors With Editor Theme
      • Importare immagini SVG con testo
      • Le migliori pratiche
        • Supporting high-resolution texture sizes in 2D without artifacts
        • Use appropriate texture sizes in 3D
    • Importing audio samples
      • Formati audio supportati
      • Importing audio samples
      • Opzioni di importazione (WAV)
      • Force > 8 Bit
      • Force > Mono
      • Force > Max Rate
      • Edit > Trim
      • Edit > Normalize
      • Edit > Loop Mode
      • Compress > Mode
      • Import options (Ogg Vorbis and MP3)
        • Loop
        • Offset del loop
        • BPM
        • Beat Count
        • Battiti per battuta
      • Advanced import settings (Ogg Vorbis and MP3)
      • Le migliori pratiche
        • Usare impostazioni appropriate di qualità
        • Use real-time audio effects to reduce file size
    • Importazione delle traduzioni
      • Games and internationalization
      • Formato di traduzione
      • Importatore CSV
    • Importare Scene 3D
      • Formati 3D disponibili
        • Exporting glTF 2.0 files from Blender (recommended)
        • Importing .blend files directly within Godot
        • Exporting DAE files from Blender
        • Importare i file OBJ in Godot
        • Importare i file FBX in Godot
      • Model export considerations
        • Convenzioni di direzione dei contenuti 3D
        • Esportare le texture separatamente
        • Exporting considerations
        • Considerazioni sull'illuminazione
      • Node type customization using name suffixes
        • Remove nodes (-noimp)
        • Create collisions (-col, -convcol, -colonly, -convcolonly)
        • Create Occluder (-occ, -occonly)
        • Create navigation (-navmesh)
        • Create a VehicleBody (-vehicle)
        • Create a VehicleWheel (-wheel)
        • Rigid Body (-rigid)
        • Animation loop (-loop, -cycle)
      • Configurazione di importazione
        • Procedure di importazione
        • Ereditarietà di scene
    • Retargeting 3D Skeletons
      • To share animations among multiple Skeletons
      • Options for Retargeting
        • Bone Map
        • Rimuovi tracce
        • Rinominatore di ossa
        • Rest Fixer
    • Esportazione di scene 3D
      • Panoramica
      • Limitazioni
    • Blender ESCN exporter
  • Audio
    • Bus audio
      • Introduzione
      • Scala dei decibel
      • Bus audio
      • Riproduzione di audio attraverso un bus
      • Aggiungere effetti
      • Disattivazione automatica dei bus
      • Riordino dei bus
      • Disposizione predefinita dei bus
    • Effetti audio
      • Amplifica (Amplify)
      • Limite di banda e Passa-banda (BandLimit e BandPass)
      • Cattura (Capture)
      • Coro (Chorus)
      • Compressore (Compressor)
      • Delay
      • Distorsione (Distortion)
      • EQ
      • EQ6, EQ10, EQ21
      • Filtro
      • HardLimiter
      • Filtro passa-alto (HighPassFilter)
      • HighShelfFilter
      • Limiter
      • Filtro passa-basso (LowPassFilter)
      • LowShelfFilter
      • Filtro notch (NotchFilter)
      • Panner
      • Phaser
      • PitchShift
      • Registra (Record)
      • Riverbero (Reverb)
      • Analizzatore di spettro (SpectrumAnalyzer)
      • Miglioramento stereo (StereoEnhance)
    • Flussi audio
      • Introduzione
      • AudioStream
      • AudioStreamPlayer
      • AudioStreamPlayer2D
      • AudioStreamPlayer3D
        • Bus di riverbero
        • Doppler
    • Sincronizza il gameplay con l'audio e la musica
      • Introduzione
      • Using the system clock to sync
      • Using the sound hardware clock to sync
    • Recording with microphone
      • La struttura della demo
    • Sintetizzatore vocale
      • Utilizzo di base
      • Requisiti per funzionalità
        • Distro-specific one-liners
      • Risoluzione dei problemi
      • Le migliori pratiche
      • Caveats and Other Information
  • Esporta
    • Esportazione di progetti
      • Perché esportare?
        • Su PC
        • Su dispositivi mobili
      • Menu di esportazione
        • Modelli di esportazione
        • Opzioni di risorse
      • File di configurazione
      • Exporting from the command line
      • PCK versus ZIP pack file formats
    • Esportazione di pacchetti, patch e mod
      • Casi d'uso
      • Panoramica dei file PCK
      • Generating PCK files
      • Opening PCK files at runtime
      • Sommario
    • Tag di funzionalità
      • Introduzione
      • Funzionalità predefinite
      • Funzionalità personalizzate
      • Overriding project settings
      • Default overrides
      • Taking feature tags into account when reading project settings
      • Customizing the build
    • Esportazione per Linux
      • Variabili d'ambiente
      • Opzioni di esportazione
    • Esportazione per macOS
      • Requisiti
      • Firma del codice e autorizzazione
        • If you have an Apple Developer ID Certificate and exporting from macOS
        • If you have an Apple Developer ID Certificate and exporting from Linux or Windows
        • If you do not have an Apple Developer ID Certificate
        • Signing Options
        • Notarization Options
      • Permessi
        • Hardened Runtime Entitlements
        • App Sandbox Entitlement
      • Variabili d'ambiente
      • Opzioni di esportazione
    • Running Godot apps on macOS
      • App is signed, notarized and distributed via App Store
      • App is signed, notarized and distributed outside App Store
      • App is signed (including ad-hoc signatures) but not notarized
      • App is not signed, executable is linker-signed
      • Neither app nor executable is signed (relevant for Apple Silicon Macs only)
    • Exporting for Windows
      • Code signing
        • Configura
      • Variabili d'ambiente
      • Opzioni di esportazione
    • Changing application icon for Windows
      • Creating a custom ICO file
      • Changing the taskbar icon
      • Changing the file icon
      • Testing the result
    • Exporting for iOS
      • Requisiti
      • Export a Godot project to Xcode
      • Active development considerations
        • Steps to link a Godot project folder to Xcode
      • Plugins for iOS
      • Variabili d'ambiente
      • Risoluzione dei problemi
        • xcode-select points at wrong SDK location
      • Opzioni di esportazione
    • Esportazione per Android
      • Install OpenJDK 17
      • Download the Android SDK
      • Setting it up in Godot
      • Providing launcher icons
      • Exporting for Google Play Store
      • Optimizing the file size
      • Variabili d'ambiente
      • Opzioni di esportazione
    • Gradle builds for Android
      • Set up the gradle build environment
      • Enabling the gradle build and exporting
    • Exporting for the Web
      • Export file name
      • WebGL version
      • Considerazioni per mobile
      • Riproduzione audio
      • Opzioni di esportazione
        • Supporto per thread ed estensioni
        • Exporting as a Progressive Web App (PWA)
      • Limitazioni
        • Using cookies for data persistence
        • Elaborazione nello sfondo
        • Full screen and mouse capture
        • Audio
        • Networking
        • Appunti
        • Gamepad
      • Serving the files
      • Interaggire con il browser e JavaScript
      • Variabili d'ambiente
      • Opzioni di esportazione
    • Exporting for dedicated servers
      • Editor versus export template
      • Approcci all'esportazione
      • Esportazione di un progetto per un server dedicato
      • Avvio del server dedicato
      • Next steps
    • Distribuzione con un clic
      • Che cos'è la distribuzione con un clic?
      • Piattaforme supportate
      • Utilizzo della distribuzione con un clic
      • Risoluzione dei problemi
        • Android
        • Web
  • File and data I/O
    • Caricamento nello sfondo
      • Utilizzo di ResourceLoader
      • Esempio
    • Percorsi di file nei progetti di Godot
      • Separatori di percorso
      • Accesso ai file nella cartella del progetto (res://)
      • Accesso ai dati persistenti degli utenti (user://)
      • Converting paths to absolute paths or "local" paths
      • Editor data paths
        • Modalità autonoma
    • Salvataggio di giochi
      • Introduzione
      • Identify persistent objects
      • Serializzazione
      • Saving and reading data
      • Alcune note
      • JSON vs binary serialization
        • Limitazioni di JSON
        • Serializzazione binaria
    • Caricamento e salvataggio dei file in fase di esecuzione
      • Plain text and binary files
      • Immagini
      • File audio/video
      • Scene 3D
      • Font
      • ZIP archives
    • API di serializzazione binaria
      • Introduzione
      • Interi oggetti vs ID istanza di oggetto
      • Packet specification
        • 0: null
        • 1: bool
        • 2: int
        • 3: float
        • 4: String
        • 5: Vector2
        • 6: Rect2
        • 7: Vector3
        • 8: Transform2D
        • 9: Plane
        • 10: Quaternion
        • 11: AABB
        • 12: Basis
        • 13: Transform3D
        • 14: Color
        • 15: NodePath
        • Per il vecchio formato:
        • Per il nuovo formato:
        • 16: RID (non supportato)
        • 17: Object
        • 18: Dictionary
        • 19: Array
        • 20: PackedByteArray
        • 21: PackedInt32Array
        • 22: PackedInt64Array
        • 23: PackedFloat32Array
        • 24: PackedFloat64Array
        • 25: PackedStringArray
        • 26: PackedVector2Array
        • 27: PackedVector3Array
        • 28: PackedColorArray
  • Internazionalizzazione
    • Internazionalizzazione dei giochi
      • Introduzione
      • Configuring the imported translation
      • Localizzazione delle risorse
      • Impostazione automatica di una lingua
      • Locale vs. language
      • Converting keys to text
        • Segnaposto
        • Contesti di traduzione
        • Pluralizzazione
      • Making controls resizable
      • TranslationServer
      • Bidirectional text and UI Mirroring
      • Adding break iterator data to exported project
      • Structured text BiDi override
      • Localizzare i numeri
      • Localizzare le icone e immagini
      • Testare le traduzioni
      • Tradurre il nome del progetto
    • Localizzazione tramite gettext
      • Vantaggi
      • Svantaggi
      • Installare gli strumenti gettext
      • Creare il modello PO
        • Generazione automatica utilizzando l'editor
        • Creazione manuale
      • Creare un file di messaggi da un modello PO
      • Caricare un file di messaggi in Godot
      • Aggiornare i file di messaggi per seguire il modello PO
      • Verificare la validità di un file o modello PO
      • Utilizzare file MO binari (utile solo per i grandi progetti)
      • Estrarre le stringhe localizzabili dai file GDScript
    • Codici di localizzazione
      • Elenco dei codici di lingua supportati
      • Elenco dei codici d'alfabeto supportati
      • Elenco dei codici paese supportati
    • Pseudolocalizzazione
      • Introduzione
      • Abilitare e configurare la pseudolocalizzazione
      • Configurazione della pseudolocalizzazione
      • Configurare la pseudolocalizzazione in fase di esecuzione
  • Gestione di input
    • Utilizzo di InputEvent
      • Che cos'è?
      • Come funziona?
      • Anatomia di un InputEvent
      • Azioni di input
      • InputMap
    • Esempi di Input
      • Introduzione
      • Events versus polling
      • Eventi di input
      • InputMap
        • Catturare le azioni
      • Eventi da tastiera
        • Modificatori di tastiera
      • Eventi del mouse
        • Pulsanti del mouse
        • Movimento del mouse
      • Eventi di tocco
    • Mouse and input coordinates
      • Informazioni su Godot
      • Hardware display coordinates
      • Viewport display coordinates
    • Customizing the mouse cursor
      • Using project settings
      • Using a script
      • Elenco dei cursori
    • Controllers, gamepads, and joysticks
      • Supporting universal input
        • Quale metodo del singleton Input dovrei utilizzare?
      • Vibrazione
      • Differences between keyboard/mouse and controller input
        • Zona morta
        • Eventi "Echo"
        • Focus della finestra
        • Power saving prevention
      • Risoluzione dei problemi
        • My controller isn't recognized by Godot.
        • My controller has incorrectly mapped buttons or axes.
        • My controller works on a given platform, but not on another platform.
    • Handling quit requests
      • Smettere
      • Handling the notification
      • Su dispositivi mobili
      • Sending your own quit notification
  • Matematica
    • Matematica vettoriale
      • Introduzione
      • Sistemi di coordinate (2D)
      • Operazioni vettoriali
        • Accesso ai membri
        • Addizione di vettori
        • Moltiplicazione scalare
      • Applicazioni pratiche
        • Movimento
        • Puntare verso un bersaglio
      • Vettori unitari
        • Normalizzazione
        • Riflessione
      • Prodotto scalare
        • Orientazione
      • Prodotto vettoriale
        • Calcolo delle normali
        • Puntare verso un bersaglio
      • Maggiori informazioni
    • Matematica vettoriale avanzata
      • Piani
        • Distanza dal piano
        • Lontano dall'origine
        • Costruire un piano in 2D
        • Qualche esempio di piano
      • Rilevamento di collisioni in 3D
      • Maggiori informazioni
    • Matrici e trasformazioni
      • Introduzione
        • Componenti della matrice e la matrice di identità
        • Scala della matrice di trasformazione
        • Rotazione della matrice di trasformazione
        • Base della matrice di trasformazione
        • Traslazione della matrice di trasformazione
        • Mettere tutto insieme
        • Inclinazione della matrice di trasformazione (avanzato)
      • Applicazioni pratiche delle trasformazioni
        • Convertire le posizioni tra le trasformazioni
        • Muovere un oggetto relativamente a se stesso
        • Applicare trasformazioni sulle trasformazioni
        • Invertire una matrice di trasformazione
      • Come funziona tutto in 3D?
        • Rappresentare una rotazione in 3D (avanzato)
    • Interpolazione
      • Interpolazione vettoriale
      • Interpolazione di trasformazioni
      • Smoothing motion
    • Bézier, curve e percorsi
      • Bézier quadratica
      • Bezier cubica
      • Aggiunta di punti di controllo
      • Curve2D, Curve3D, Path e Path2D
      • Valutarle
      • Disegnare
      • Traversal
    • Generazione di numeri casuali
      • Ambito globale rispetto alla classe RandomNumberGenerator
      • Il metodo randomize()
      • Ottenere un numero casuale
      • Ottenere un elemento casuale di un array
      • Ottenere un value casuale da un dizionario
      • Probabilità casuale ponderata
      • Una casualità "migliore" tramite il pattern shuffle bags
      • Noise casuale
      • Generazione di numeri pseudo-casuali crittograficamente sicuri
  • Navigazione
    • Panoramica della navigazione 2D
      • Setup for 2D scene
    • Panoramica della navigazione 3D
      • Preparazione per una scena 3D
    • Utilizzo di NavigationServer
      • Communicating with the NavigationServer
      • Threading e sincronizzazione
      • 2D and 3D NavigationServer differences
      • Attendere per la sincronizzazione
      • Server Avoidance Callbacks
    • Utilizzo di NavigationMap
      • Mappe di navigazione predefinite
      • Creare nuove mappe di navigazione
    • Utilizzo di NavigationRegion
      • Creare nuove regioni di navigazione
    • Utilizzo di mesh di navigazione
      • Baking a navigation mesh with a NavigationRegion
      • Baking a navigation mesh with the NavigationServer
      • Preparare blocchi di mesh di navigazione per grandi mondi
      • Problemi comuni preparando le mesh di navigazione
      • Modelli di script per le mesh di navigazione
    • Utilizzo dei NavigationPath
      • Ottenere un NavigationPath
    • Using NavigationPathQueryObjects
    • Utilizzo dei NavigationAgent
      • NavigationAgent Pathfinding
      • NavigationAgent Pathfollowing
        • Pathfollowing common problems
      • Evitamento di NavigationAgent
      • Modelli di script per NavigationAgent
    • Utilizzo degli NavigationObstacle
      • Mesh di navigazione e ostacoli
      • Obstacles and agent avoidance
        • Ostacoli di evitamento statici
        • Ostacoli di evitamento dinamici
      • Ostacoli procedurali
    • Utilizzo dei NavigationLink
      • Modelli di script per collegamenti di navigazione
    • Utilizzo di strati di navigazione
    • Strumenti di debug della navigazione
      • Abilitare il debug della navigazione
      • Impostazioni di debug della navigazione
      • Debug navigation mesh polygons
      • Debug edge connections
      • Debug delle prestazioni
    • Connettere i mesh di navigazione
    • Support different actor types
    • Support different actor locomotion
    • Support different actor area access
    • Ottimizzare le prestazioni della navigazione
      • Performance problems with parsing scene tree nodes
      • Performance problems with navigation mesh baking
      • Performance problems with NavigationAgent path queries
      • Performance problems with the actual path search
      • Performance problems with navigation map synchronization
  • Networking
    • High-level multiplayer
      • High-level vs low-level API
      • Mid-level abstraction
      • Hosting considerations
      • Initializing the network
      • Gestione delle connessioni
      • Chiamate di procedura remota
      • Canali
      • Esempio di implementazione di una lobby
      • Exporting for dedicated servers
    • Fare richieste HTTP
      • Why use HTTP?
      • Richieste HTTP in Godot
      • Preparare la scena
      • Programmare la richiesta
      • Inviare dati al server
      • Impostare intestazioni HTTP personalizzate
    • HTTP client class
    • Certificati SSL/TLS
      • Introduzione
      • Obtain a certificate from a certificate authority
      • Generate a self-signed certificate
    • WebSocket
      • HTML5 e WebSocket
      • Using WebSocket in Godot
        • Esempio di client minimale
        • Esempio di Server Minimale
        • Advanced chat demo
    • WebRTC
      • HTML5, WebSocket, WebRTC
        • WebSocket
        • WebRTC
      • Using WebRTC in Godot
        • Minimal connection example
        • Esempio di segnalazione locale
        • Remote signaling with WebSocket
  • Prestazioni
    • Introduzione
    • Comune
      • Consigli generali di ottimizzazione
        • Introduzione
        • Misurare le prestazioni
        • Lavoro investigativo
        • Profiler
        • Principi
        • Appendice
      • Optimization using Servers
        • Server
        • RIDs
        • Creare uno sprite
        • Instantiating a Mesh into 3D space
        • Creating a 2D RigidBody and moving a sprite with it
        • Getting data from the servers
    • CPU
      • CPU optimization
        • Misurare le prestazioni
        • Profiler di CPU
        • Profiler esterni
        • Cronometraggio manuale delle funzioni
        • Cache
        • Lingue
        • Threads
        • SceneTree
        • Fisica
    • GPU
      • GPU optimization
        • Introduzione
        • Draw calls, state changes, and APIs
        • Pixel cost versus vertex cost
        • Pixel/fragment shaders and fill rate
        • Transparency and blending
        • Consiglio multi-piattaforma
        • Mobile/tiled renderers
      • Ottimizzazione tramite MultiMesh
        • MultiMeshes
        • Esempio Multimesh
      • Reducing stutter from shader (pipeline) compilations
        • Pipeline precompilation monitors
        • Pipeline precompilation features
        • Pipeline precompilation instancing
    • 3D
      • Ottimizzazione delle prestazioni 3D
        • Culling
        • Oggetti trasparenti
        • Level of detail (LOD)
        • Preparazione dell'illuminazione
        • Animazione e skinning
        • Mondi vasti
      • Animating thousands of objects
        • Animating thousands of fish with MultiMeshInstance3D
        • Controlling thousands of fish with Particles
    • Threads
      • Using multiple threads
        • Threads
        • Creare un Thread
        • Mutex
        • Semafori
      • API thread-safe
        • Threads
        • Global scope
        • Albero di scene
        • Renderer
        • GDScript arrays, dictionaries
        • Risorse
  • Fisica
    • Introduzione alla fisica
      • Oggetti di collisione
        • Materiale di fisica
        • Forme di collisione
        • Physics process callback
        • Collision layers and masks
      • Area2D
      • StaticBody2D
      • RigidBody2D
        • Utilizzo di RigidBody2D
        • Contact reporting
      • CharacterBody2D
        • Character collision response
    • Using Jolt Physics
      • Introduzione
      • Notable differences to Godot Physics
        • Area3D and static bodies
        • Joint properties
        • Single-body joints
        • Collision margins
        • Baumgarte stabilization
        • Ghost collisions
        • Memory usage
        • Ray-cast face index
        • Kinematic RigidBody3D contacts
        • Contact impulses
        • Area3D and SoftBody3D
        • WorldBoundaryShape3D
      • Notable differences to the Godot Jolt extension
        • Impostazioni del progetto
        • Joint nodes
        • Thread safety
    • Using RigidBody
      • What is a rigid body?
      • How to control a rigid body
      • The "look at" method
    • Using Area2D
      • Introduzione
      • What is an area?
      • Proprietà dell'area
      • Rilevamento sovrapposizione
      • Area influence
        • Point gravity
        • Esempi
    • Using CharacterBody2D/3D
      • Introduzione
      • What is a character body?
      • Movimento e collisione
        • move_and_collide
        • move_and_slide
      • Detecting collisions
      • Which movement method to use?
      • Esempi
        • Movement and walls
        • Bouncing/reflecting
        • Platformer movement
    • Ray-casting
      • Introduzione
      • Spazio
      • Accessing space
      • Raycast query
      • Eccezioni di collisione
      • Maschera di Collisione
      • 3D ray casting from screen
    • Ragdoll system
      • Introduzione
      • Setting up the ragdoll
        • Creating physical bones
        • Ripulire lo scheletro
        • Aggiustamento della forma di collisione
        • Joints adjustment
      • Simulare la ragdoll
        • Strato e maschera di collisione
    • Kinematic character (2D)
      • Introduzione
      • Physics process
      • Impostazione della scena
      • Spostare il personaggio cinematico
    • Using SoftBody
      • Configurazione di base
      • Cloak simulation
    • Collision shapes (2D)
      • Primitive collision shapes
      • Convex collision shapes
      • Concave or trimesh collision shapes
      • Performance caveats
    • Collision shapes (3D)
      • Primitive collision shapes
      • Convex collision shapes
      • Concave or trimesh collision shapes
      • Performance caveats
    • Large world coordinates
      • Why use large world coordinates?
      • How large world coordinates work
      • Who are large world coordinates for?
      • Enabling large world coordinates
      • Compatibility between single-precision and double-precision builds
        • Known incompatibilities
      • Limitazioni
    • Physics Interpolation
      • Quick start guide
      • Introduzione
        • Physics ticks and rendered frames
        • What can we do about frames and ticks being out of sync?
      • Utilizzo dell'interpolazione fisica
        • Attivare l'impostazione dell'interpolazione fisica
        • Move (almost) all game logic from _process to _physics_process
        • Ensure that all indirect movement happens during physics ticks
        • Choose a physics tick rate
        • Call reset_physics_interpolation() when teleporting objects
        • Test e consigli per il debug
      • Interpolazione avanzata della fisica
        • Eccezioni all'interpolazione automatica della fisica
      • Interpolazione della fisica 2D e 3D
        • Interpolazione globale control locale
        • Ripristinare l'interpolazione della fisica
        • Particelle 2D
        • Other
    • Risoluzione di problemi sulla fisica
      • Objects are passing through each other at high speeds
      • Gli oggetti impilati sono instabili e traballanti
      • Scaled physics bodies or collision shapes do not collide correctly
      • Thin objects are wobbly when resting on the floor
      • Le forme cilindriche di collisione non sono stabili
      • VehicleBody simulation is unstable, especially at high speeds
      • Collision results in bumps when an object moves across tiles
      • Framerate drops when an object touches another object
      • Framerate suddenly drops to a very low value beyond a certain amount of physics simulation
      • Physics simulation is unreliable when far away from the world origin
  • Specifico per la piattaforma
    • Android
      • Godot Android library
        • Utilizzo della libreria Android di Godot
        • Estensioni Android di Godot
        • Embedding Godot in existing Android projects
      • Estensioni Android di Godot
        • Introduzione
        • Plugin Android
        • Creazione di estensioni v2 Android
        • Packaging a v2 Android plugin
        • Utilizzo di un'estensione Android v2
        • Implementazioni di riferimento
        • Consigli e linee guida
      • Android in-app purchases
        • Utilizzo
    • Estensioni per iOS
      • Creare estensioni per iOS
        • Caricare e utilizzare un'estensione esistente
        • Creare un'estensione iOS
      • Plugins for iOS
        • Accessing plugin singletons
        • Metodi asincroni
        • Store Kit
        • Game Center
    • Web
      • Il singleton JavaScriptBridge
        • Interagire con JavaScript
        • Callback
        • Posso utilizzare la mia libreria preferita?
        • L'interfaccia eval
        • Scaricare file
      • HTML5 shell class reference
        • Engine
        • Configurazione del motore
      • Custom HTML page for Web export
        • Configura
        • Avvio del progetto
        • Customizing the behavior
        • Customizing the presentation
        • Debugging
    • Supporto console in Godot
      • Procedura di porting per console
      • Processo di pubblicazione su console
      • Supporto di terze parti
      • Middleware
  • Estensioni
    • Estensioni per l'editor
      • Installare estensioni
        • Trovare estensioni
        • Installazione di un'estensione
        • Abilitare un'estensione
      • Creare estenzioni
        • About plugins
        • Creating a plugin
        • A custom node
        • A custom dock
        • Registering autoloads/singletons in plugins
        • Utilizzo di sotto-estensioni
        • Andare oltre
      • Making main screen plugins
        • What this tutorial covers
        • Initializing the plugin
        • Scena della scena principale
        • Update the plugin script
        • Try the plugin
      • Estensioni di importazione
        • Introduzione
        • Configurazione
        • La classe EditorImportPlugin
        • Opzioni e preimpostazioni
        • Il metodo import
        • Varianti di piattaforma e file generati
        • Provare l'estensione
      • Estensioni di gizmo 3D
        • Introduzione
        • L'EditorNode3DGizmoPlugin
        • Approccio semplice
        • Approccio alternativo
      • Estensioni dell'Ispettore
        • Configurazione della propria estensione
        • Interagire con l'ispettore
        • Aggiungere un interfaccia per modifiche le proprietà
      • Estensioni di Visual Shader
    • Running code in the editor
      • Che cos'è @tool?
      • Come utilizzare @tool
      • Informazioni importanti
      • Try @tool out
      • Modificare le variabili
      • Essere notificati quando una risorsa cambia
      • Segnalare avvisi di configurazione dei nodi
      • Running one-off scripts using EditorScript
      • Istanziare scene
  • Renderer
    • Utilizzo delle Viewport
      • Introduzione
      • Input
      • Ascoltatore
      • Cameras (2D & 3D)
      • Scale & stretching
      • Worlds
      • Cattura (Capture)
      • Contenitore di Viewport
      • Renderer
      • Obiettivo di rendering
    • Molteplici risoluzioni
      • The problem of multiple resolutions
      • One size fits all
      • Dimensioni di base
      • Ridimensionamento
      • Impostazioni di allungamento
        • Modo di allungamento
        • Stretch Aspect
        • Stretch Scale
        • Stretch Scale Mode
      • Common use case scenarios
        • Gioco per desktop
        • Mobile game in landscape mode
        • Mobile game in portrait mode
        • Applicazione non di gioco
      • Supporto per hiDPI
      • Reducing aliasing on downsampling
      • Gestione dei rapporti di aspetto
      • Field of view scaling
      • Scaling 2D and 3D elements differently using Viewports
    • Fixing jitter, stutter and input lag
      • What is jitter, stutter and input lag?
      • Distinguishing between jitter and stutter
      • Jitter
      • Stutter
        • Windows
        • Linux
        • macOS
        • Android
        • iOS
      • Lag di Input
        • Configurazione del progetto
        • Hardware/OS-specific
      • Reporting jitter, stutter or input lag problems
    • The Compositor
      • Effetti di composizione
    • Renderer
      • Introduzione
        • Renderers, rendering drivers, and RenderingDevice
      • Choosing a renderer
        • Switching between renderers
      • Confronto di funzionalità
        • Confronto generale
        • Luci e ombre
        • Illuminazione globale
        • Environment and post-processing
        • Antialiasing
        • Funzionalità di StandardMaterial
        • Funzionalità di shader
        • Altre funzionalità
  • Scripting
    • GDScript
      • Riferimento GDScript
        • Storia
        • Esempio di GDScript
        • Identificatori
        • Parole chiave
        • Operatori
        • Letterali
        • Annotazioni
        • Commenti
        • Regioni di codice
        • Continuazione di riga
        • Tipi integrati
        • Variabili
        • Costanti
        • Funzioni
        • Dichiarazioni e flusso di controllo
        • Classi
        • Esportazioni
        • Proprietà (setter e getter)
        • Modalità strumento (tool)
        • Gestione della memoria
        • Segnali
        • Parola chiave Assert
      • GDScript: Un'introduzione ai linguaggi dinamici
        • Informazioni su Godot
        • Natura dinamica
        • Array
        • Dizionari
        • For e while
        • Mentre
        • Iteratori personalizzati
        • Tipizzazione dinamica (duck typing)
      • Proprietà esportate in GDScript
        • Utilizzo di base
        • Raggruppare le esportazioni
        • Stringhe rappresentanti percorsi
        • Limitare gli intervalli inseribili nell'editor
        • Aggiungere suffissi e gestire i gradi/radianti
        • Numeri in virgola mobile con indicazione di easing
        • Colori
        • Nodi
        • Risorse
        • Esportare bit flag
        • Esportare enumerazioni
        • Esportare array
        • @export_storage
        • @export_custom
        • @export_tool_button
        • Impostare le variabili esportate da uno script strumento (tool)
        • Esportazioni avanzate
      • Commenti di documentazione in GDScript
        • Documentare uno script
        • Documentare i membri di script
        • Esempio completo per uno script
        • Tag @deprecated e @experimental
        • BBCode e riferimento di classe
      • Guida di stile di GDScript
        • Formattazione
        • Convenzioni di denominazione
        • Ordine del codice
        • Tipizzazione statica
      • Tipizzazione statica in GDScript
        • Un breve sguardo alla tipizzazione statica
        • Come utilizzare la tipizzazione statica
        • Tipizzazione statica o dinamica: attieniti a un unico stile
        • Sistema di avvertimento
        • Operazioni comuni non sicure e le loro controparti sicure
        • Casi in cui non è possibile specificare i tipi
        • Sommario
      • Sistema di avvertimento in GDScript
      • Stringe di formato in GDScript
        • Stringhe di formattazione
        • Segnaposto multipli
        • Identificatori di formato
        • Padding
        • Sequenza di escape
        • Metodo di formattazione di stringa
        • Concatenazione di stringhe
    • C#/.NET
      • Le basi di C#
        • Introduzione
        • Prerequisiti
        • Configurare un editor esterno
        • Creare uno script C#
        • Configurazione del progetto e flusso di lavoro
        • Esempio
        • Differenze generali tra C# e GDScript
        • Insidie attuali e problemi noti
        • Errori comuni
        • Prestazioni di C# in Godot
        • Utilizzare i pacchetti NuGet in Godot
        • Profilazione del codice C#
      • Funzionalità del linguaggio C#
        • Type conversion and casting
        • Preprocessor defines
      • Guida di stile C#
        • Specifiche del linguaggio
        • Formattazione
        • Convenzioni di denominazione
        • Variabili membro
        • Variabili locali
        • Implicitly typed local variables
        • Altre considerazioni
      • Diagnostica C#
        • GD0001: Missing partial modifier on declaration of type that derives from GodotObject
        • GD0002: Missing partial modifier on declaration of type which contains nested classes that derive from GodotObject
        • GD0003: Found multiple classes with the same name in the same script file
        • GD0101: The exported member is static
        • GD0102: The type of the exported member is not supported
        • GD0103: The exported member is read-only
        • GD0104: The exported property is write-only
        • GD0105: The exported property is an indexer
        • GD0106: The exported property is an explicit interface implementation
        • GD0107: Types not derived from Node should not export Node members
        • GD0108: The exported tool button is not in a tool class
        • GD0109: The '[ExportToolButton]' attribute cannot be used with another '[Export]' attribute
        • GD0110: The exported tool button is not a Callable
        • GD0111: The exported tool button must be an expression-bodied property
        • GD0201: The name of the delegate must end with 'EventHandler'
        • GD0202: The parameter of the delegate signature of the signal is not supported
        • GD0203: The delegate signature of the signal must return void
        • GD0301: The generic type argument must be a Variant compatible type
        • GD0302: The generic type parameter must be annotated with the '[MustBeVariant]' attribute
        • GD0303: The parent symbol of a type argument that must be Variant compatible was not handled
        • GD0401: The class must derive from Godot.GodotObject or a derived class
        • GD0402: The class must not be generic
      • Godot API for C#
        • Differenze dell'API C# rispetto a GDScript
        • Raccolte di C#
        • Variante C#
        • Segnali in C#
        • Proprietà esportate in C#
        • Classi globali in C#
      • Supporto C# per piattaforma
    • GDExtension
      • Che cos'è GDExtension?
        • Introduzione
        • Differences between GDExtension and C++ modules
        • Linguaggi supportati
        • Compatibilità di versioni
      • GDExtension C++ example
        • Introduzione
        • Configurare il progetto
        • Building the C++ bindings
        • Creating a simple plugin
        • Compiling the plugin
        • Utilizzo del modulo GDExtension
        • Aggiungere proprietà
        • Segnali
        • Next steps
      • Esempio di GDExtension in C
        • Introduzione
        • Configurare il progetto
        • Struttura dei file
        • Buildsystem
        • Inizializzazione dell'estensione
        • Una classe base
        • A wrapper API
        • Un progetto di dimostrazione
        • Metodi personalizzati
        • Proprietà personalizzate
        • Vincolare i metodi virtuali
        • Registering and emitting a signal
        • Conclusione
      • The .gdextension file
        • Introduzione
        • Sezione di configurazione
        • Sezione di librerie
        • Sezione icone
        • Sezione di dipendenze
      • Sistema di documentazione per GDExtension
        • Stilizzazione della documentazione
        • Pubblicazione della documentazione online
    • Funzionalità principali
      • How to read the Godot API
        • Ereditarietà
        • Breve descrizione
        • Descrizione
        • Tutorial
        • Proprietà
        • Metodi
        • Segnali
        • Enumerazioni
        • Costanti
        • Descrizioni di proprietà
        • Descrizioni dei metodi
      • Debug
        • Panoramica degli strumenti di debug
        • Pannello di output
        • Pannello di debug
        • Il Profiler
        • Monitor personalizzati delle prestazioni
      • Processo di inattività e di fisica
      • Gruppi
        • Gestione dei gruppi
      • Nodi e istanze di scene
        • Ottenere nodi
        • Percorsi di nodo
        • Creare nodi
        • Istanziare scene
      • Funzioni sovrascrivibili
      • Scripting multi-linguaggio
        • Istanziare nodi
        • Accesso ai campi
        • Chiamata ai metodi
        • Connessione ai segnali
        • Ereditarietà
      • Creazione di modelli di script
        • Individuazione dei modelli
        • Default behaviour and overriding it
        • Modello predefinito
        • List of template placeholders
      • Valutazione delle espressioni
        • Basic usage
        • Passare variabili a un'espressione
        • Setting a base instance for the expression
        • Script di esempio
        • Funzioni integrate
      • Cambiare le scene manualmente
      • Istanziamento con segnali
        • Esempio di Shooting
      • Mettere in pausa i giochi e la modalità di processo
        • Introduzione
        • How pausing works
        • Modalità di processo
        • Esempio di menu di pausa
      • File system
        • Introduzione
        • Implementazione
        • project.godot
        • Delimitatore di percorso
        • Percorso delle risorse
        • Percorso dell'utente
        • File system dell'host
        • Svantaggi
      • Risorse
        • Nodi e risorse
        • Esterne vs integrate
        • Caricare risorse tramite codice
        • Caricamento delle scene
        • Liberare le risorse
        • Creare le proprie risorse
      • Singleton (Autoload)
        • Introduzione
        • Autoload
        • Custom scene switcher
      • Utilizzo dello SceneTree
        • Introduzione
        • MainLoop
        • SceneTree
        • Viewport radice
        • Albero di scene
        • Ordine d'albero
        • "Becoming active" by entering the Scene Tree
        • Cambiare la scena attuale
      • Nodi univoci di scena
        • Introduzione
        • Creazione e utilizzo
        • Limite della stessa scena
        • Alternative
  • Shader
    • Introduzione agli shader
      • Shader in Godot
      • Tipi di shader
      • Modalità di rendering
        • Vertex processor
        • Fragment processor
        • Light processor
    • Shading reference
      • Linguaggio di shading
        • Introduzione
        • Tipi di dati
        • Array
        • Costanti
        • Strutture
        • Operatori
        • Controllo di flusso
        • Scartare
        • Funzioni
        • Varying
        • Qualificatori di interpolazione
        • Uniformi
        • Variabili integrate
        • Funzioni integrate
      • Funzioni integrate
        • funzioni trigonometriche
        • Funzioni matematiche e esponenziali
        • Funzioni geometriche
        • Funzioni di confronto
        • Funzioni di texture
        • Funzioni di compressione e decompressione
        • Funzioni bit a bit
      • Preprocessore di shader
        • Perché utilizzare un preprocessore di shader?
        • Directives
        • Built-in defines
      • Shader Spatial
        • Modalità di rendering
        • Variabili integrate
        • Variabili integrate globali
        • Variabili integrate di vertice
        • Variabili integrate di frammento
        • Variabili integrate di luce
      • CanvasItem shaders
        • Modalità di rendering
        • Variabili integrate
        • Variabili integrate globali
        • Variabili integrate di vertice
        • Variabili integrate di frammento
        • Variabili integrate di luce
        • Funzioni SDF
      • Shader di particelle
        • Modalità di rendering
        • Variabili integrate
        • Variabili integrate globali
        • Start and Process built-ins
        • Start built-ins
        • Process built-ins
        • Process functions
      • Shader di cielo
        • Modalità di rendering
        • Variabili integrate
        • Variabili integrate globali
        • Sky built-ins
      • Shader di nebbia
        • Variabili integrate
        • Variabili integrate globali
        • Variabili integrate di nebbia
    • Il tuo primo shader
      • Il tuo primo shader 2D
        • Introduzione
        • Configura
        • Il tuo primo shader CanvasItem
        • La tua prima funzione fragment
        • Your first vertex function
        • Conclusione
      • Il tuo primo shader 3D
        • Dove assegnare il mio materiale
        • Impostare
        • Shader magic
        • Noise heightmap
        • Uniformi
        • Interagire con la luce
        • Codice completo
      • Il tuo secondo shader 3D
        • Your first spatial fragment function
        • Animare con TIME
        • Effetti avanzati: onde
    • Using VisualShaders
      • Creating a VisualShader
      • Using the Visual Shader Editor
      • Interfaccia di un nodo in Visual Shader
      • Nodi di Visual Shader
        • Expression node
        • Reroute node
        • Nodo Fresnel
        • Boolean node
        • If node
        • Switch node
        • Mesh Emitter
    • Using compute shaders
      • Create a local RenderingDevice
      • Provide input data
      • Defining a compute pipeline
      • Execute a compute shader
      • Retrieving results
      • Freeing memory
    • Screen-reading shaders
      • Introduzione
      • Texture di schermo
      • Screen texture example
      • Behind the scenes
      • Back-buffer logic
      • Texture di profondità
      • Normal-roughness texture
      • Redefining screen textures
    • Converting GLSL to Godot shaders
      • GLSL
        • Shader programs
        • Vertex attributes
        • gl_Position
        • Varying
        • Main
        • Macro
        • Variabili
        • Coordinate
        • Precisione
      • Shadertoy
        • Tipi
        • mainImage
        • Variabili
        • Coordinate
      • The Book of Shaders
        • Tipi
        • Main
        • Variabili
        • Coordinate
    • Guida di stile per gli shader
      • Formattazione
        • Codifica e caratteri speciali
        • Indentazione
        • Line breaks and blank lines
        • Righe vuote
        • Lunghezza delle righe
        • Una sola istruzione per riga
        • Spaziatura dei commenti
        • Commenti di documentazione
        • Spazio vuoto
        • Numeri a virgola mobile
      • Accesso ai membri di un vettore
      • Convenzioni di denominazione
        • Funzioni e variabili
        • Costanti
        • Direttive del preprocessore
      • Ordine del codice
        • Variabili locali
    • Utilizzare un SubViewport come texture
      • Introduzione
      • Setting up the scene
      • Setting up the SubViewport
      • Applying the texture
      • Creare la texture del pianeta
      • Colorare il pianeta
      • Creare un oceano
    • Custom post-processing
      • Introduzione
      • Single pass post-processing
      • Multi-pass post-processing
    • Advanced post-processing
      • Introduzione
      • Full screen quad
      • Texture di profondità
      • Shader di esempio
      • An optimization
    • Creare alberi
      • Comincia con un albero
      • Dipingere con colori di vertice
      • Scrivere uno shader personalizzato per le foglie
      • Migliorare lo shader
  • User interface (UI)
    • UI building blocks
      • Size and anchors
        • Centering a control
        • Anchor Presets
      • Using Containers
        • Container layout
        • Opzioni di dimensionamento
        • Container types
        • Creare contenitori personalizzati
      • Custom GUI controls
        • Così tanti controlli...
        • Disegnare
        • Sizing
        • Input
      • Keyboard/Controller Navigation and Focus
        • Node settings
        • Necessary code
      • Control node gallery
    • GUI skinning and themes
      • Introduction to GUI skinning
        • Le basi dei temi
        • Customizing a control
        • Customizing a project
        • Beyond controls
      • Using the theme editor
        • Creating a theme
        • Theme editor overview
        • Manage and import items
      • Theme type variations
        • Creating a type variation
        • Using a type variation
      • Using Fonts
        • Font dinamici
        • Font bitmap
        • Loading a font file
        • Font outlines and shadows
        • Advanced font features
    • Control node tutorials
      • BBCode in RichTextLabel
        • Introduzione
        • Utilizzo di BBCode
        • Gestione in modo sicuro dell'input utente
        • Rimozione dei tag BBCode
        • Prestazioni
        • Utilizzo delle funzioni push_[tag]() e pop() al posto del BBCode
        • Riferimento
        • Effetti di testo
        • Tag BBCode ed effetti di testo personalizzati
  • XR
    • Basic Tutorial
      • Setting up XR
        • Introduzione al sistema XR in Godot
        • Quale Renderer utilizzare
        • OpenXR
        • Setting up the XR scene
      • Deploying to Android
        • Configura
        • Gradle Android build
        • Installazione del plugin dei fornitori
        • Creare i modelli di esportazione
        • Eseguire sul tuo dispositivo dall'editor Godot
      • A better XR start script
        • Signals for our script
        • Variabili per il nostro script
        • La nostra funzione ready aggiornata
        • On session begun
        • On visible state
        • On focussed state
        • On stopping state
        • On pose recentered
      • AR / Passthrough
        • Modalità di fusione di ambiente
        • Configurare il tuo sfondo
        • OpenXR specific
        • Putting it together
        • Ombre a opacità
      • Where to go from here
        • Toolkit XR
    • Advanced topics
      • Impostazioni OpenXR
        • General settings
        • Estensioni
        • Modificatori di associazioni
      • La mappa di azioni XR
        • La mappa di azioni predefinita
        • Insiemi di azioni
        • Azioni
        • Profili
        • Our first controller binding
        • Il semplice controller
        • Modificatori di associazioni
      • Scala di radice in XR
        • Origin centric solution
        • Passo 1
        • Passo 2
        • Passo 3
        • Character body centric solution
        • Passo 1
        • Passo 2
        • Passo 3
        • When the player walks to somewhere they shouldn't
        • Further suggestions for improvements
      • XR full screen effects
        • Applying the projection matrix
        • Limitazioni
      • OpenXR composition layers
        • Introduzione
        • Setting up the SubViewport
        • Aggiunta di uno strato di composizione
        • Rendere funzionante l'interfaccia
        • Hole punching
      • Tracciamento delle mani in OpenXR
        • Introduzione
        • Progetto di dimostrazione
        • L'API di tracciamento delle mani
        • La sorgente dei dati di tracciamento della mano
        • Gestione degli input dell'utente
      • Tracciamento del corpo OpenXR
        • HTC Tracker support
    • Godot XR Tools
      • Introduzione agli strumenti XR
        • Installazione degli strumenti XR
        • Mani base
        • Maggiori informazioni
      • Locomozione XR base
        • Aggiungere il corpo del nostro giocatore
        • Aggiungere un pavimento
        • Movimento diretto
        • Teleportazione
        • More advanced movement features

Contribuire

  • How to contribute
    • Raccolta fondi
    • Contribuzioni tecniche
    • Supporto per la comunità
  • Flusso di lavoro di contribuzione
    • Contribuire con il codice
    • Test e segnalazione di problemi (issues)
      • Testare le versioni di sviluppo
      • Segnalazione di un problema (issue) su GitHub
    • Contribuire alla documentazione
    • Contribuire alle traduzioni
    • Individuare regressioni tramite bisezione
      • Che cos'è la bisezione?
      • Utilizzare build ufficiali per velocizzare la bisezione
      • Il comando "git bisect"
        • Determinare gli hash dei commit
        • Compilare il motore
        • Eseguire il motore
    • Bug triage guidelines
      • Gestione dei problemi (issues)
        • Etichette
        • Etichette di documentazione
        • Pietre miliari
    • Pull request workflow
      • Repository sorgente di Git
      • Forking and cloning
      • I branch
      • Updating your branch
      • Effettuare cambiamenti
      • Pushing changes to a remote
      • Issuing a pull request
      • Modifying a pull request
      • The interactive rebase
      • Rebasing onto another branch
      • Deleting a Git branch
    • Procedura di recensione delle richieste di pull
      • Code review and testing
        • 1. Confirm that the problem exists
        • 2. Test the PR and look for regressions
        • 3. Do a code review
        • 4. Iterate with the contributor and improve the PR
        • 5. Approve the pull request
      • Recensione dello stile del codice
      • Merging pull requests
        • 1. Get feedback from the right people/teams
        • 2. Get feedback from the community
        • 3. Git checklist
        • 4. GitHub checklist
        • 5. Merge the pull request
    • Testare le richieste di pull
      • Downloading a compiled build
        • If you have a GitHub account
        • If you don't have a GitHub account
      • Compiling a pull request branch from source
        • Downloading a zipped pull request branch
        • Checking out a pull request branch with git
  • Sviluppo del motore
    • Migliori pratiche per i contributori al motore
      • Introduzione
      • Lingua
      • Migliori pratiche
        • #N°1: Il problema viene sempre prima
        • #N°2: Per risolvere il problema, deve innanzitutto esistere
        • #N°3: Il problema deve essere complesso o frequente
        • #4: The solution must be discussed with others
        • #5: To each problem, its own solution
        • #6: Cater to common use cases, leave the door open for the rare ones
        • #7: Prefer local solutions
        • #8: Don't use complex canned solutions for simple problems
    • Linee guida sullo stile del codice
      • C++ e Objective-C
        • Utilizzare clang-format localmente
        • Header includes
      • Java
      • Python
        • Utilizzo di ruff localmente
        • Hook di pre-commit
      • Guida di stile per i commenti
    • C++ usage guidelines
      • Razionale
      • Funzionalità non autorizzate
        • Standard Template Library
        • Parola chiave auto
        • Lambda
        • #pragma once directive
        • Blocchi try-catch
    • Gestione delle interruzioni di compatibilità
      • Un esempio pratico
    • Buildsystem and work environment
      • Configurare un IDE
        • Android Studio
        • CLion
        • Code::Blocks
        • KDevelop
        • Qt Creator
        • JetBrains Rider
        • Visual Studio
        • Visual Studio Code
        • Xcode
      • Compilare da sorgente
        • Getting the source
        • Introduction to the buildsystem
        • Compiling for Windows
        • Compilare per Linux, *BSD
        • Compiling for macOS
        • Compiling for Android
        • Compiling for iOS
        • Cross-compilazione per iOS su Linux
        • Compiling for the Web
        • Compilare con .NET
        • Compilazione con chiave di crittografia PCK
        • Ottimizzare una compilazione per dimensioni
      • Debug e profilazione
        • Utilizzo dei profiler di C++
        • Using sanitizers
        • Debug su macOS
        • Vulkan
        • Debugging the editor
    • Architettura del motore
      • Engine core and modules
        • Diagramma dell'architettura di Godot
        • Common engine methods and macros
        • Tipi principali
        • Classe Variant
        • Classe Object
        • Albero di ereditarietà delle classi
        • Internal rendering architecture
        • Sistemi di coordinate 2D e trasformazioni 2D
        • Scripting development
        • Custom modules in C++
        • Binding to external libraries
        • Custom Godot servers
        • Caricatori di formato di risorse personalizzati
        • AudioStream personalizzati
        • Custom platform ports
        • Test unitari
      • Formati dei file di Godot
        • Grammatica di GDScript
        • Formato dei file TSCN
      • Sviluppo dell'editor
        • Introduzione allo sviluppo dell'editor
        • Icone dell'editor
        • Guida allo stile dell'editor
  • Scrivere la documentazione
    • Linee guida
      • Linee guida sul contenuto
        • Linee guida e principi
      • Linee guida di scrittura
        • 7 regole per un inglese chiaro
        • How to write methods and classes
        • Common vocabulary to use in Godot's documentation
        • Linee guida per le scorciatoie da tastiera
        • Linee guida del manuale
        • When to refer to a specific Godot version
      • Creare immagini e video per la documentazione
        • Immagini
        • Video
        • Aggiungere un video a una pagina di documentazione
      • Documentation contribution checklist
        • Stile di scrittura
        • Code examples
        • Manual style and formatting
        • Images and videos
        • GitHub
    • Scrivere il manuale
      • Contribuire alla documentazione
        • Per iniziare
        • Cos'è la documentazione di Godot
        • Contribuire cambiamenti
        • Modificare le pagine online
        • Aggiungere nuove pagine
        • Licenza
      • Compilare il manuale con Sphinx
        • Gestire gli errori
        • Suggerimenti per le prestazioni
    • Guide di riferimento classi
      • Contribuire al riferimento classi
        • La sorgente del riferimento classi
        • Cosa contribuire
        • Updating class reference when working on the engine
      • Principio di riferimento classi
        • Come modificare un XML di classe
    • Traduzione della documentazione
      • Localizzazione dell'editor e della documentazione
        • Uso di Weblate per le traduzioni
        • Individuazione dei contenuti originali
        • Rispetto della sintassi di markup
        • Traduzione e test offline
        • Localizzare le immagini nella documentazione

Comunità

  • Libreria dei contenuti
    • Informazioni sulla libreria dei contenuti
      • Tipi di contenuti
      • Domande frequenti
        • È possibile caricare contenuti a pagamento nella libreria dei contenuti?
    • Utilizzo della libreria dei contenuti
      • Dal sito web
        • Panoramica
        • Ricerca
        • Composizione di un contenuto
        • Registrazione e accesso
      • Nell'editor
    • Inviare alla libreria dei contenuti
      • Introduzione
      • Linee guida per l'invio
        • Requisiti
        • Raccomandazioni
      • Invio
  • Canali della comunità
    • Comunità basate sulla lingua
  • Tutorial e risorse
    • Da dove iniziare
    • Tutorial video
    • Tutorial testuali
    • Risorse

Riferimenti alle classi

  • All classes
  • Globals
    • @GDScript
      • Description
      • Tutorials
      • Methods
      • Constants
      • Annotations
      • Method Descriptions
    • @GlobalScope
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
  • Nodes
    • Node
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AcceptDialog
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • AnimatableBody2D
      • Description
      • Properties
      • Property Descriptions
    • AnimatableBody3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimatedSprite2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedSprite3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimationMixer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Area2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Area3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AspectRatioContainer
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioListener2D
      • Description
      • Methods
      • Method Descriptions
    • AudioListener3D
      • Description
      • Methods
      • Method Descriptions
    • AudioStreamPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlayer2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlayer3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BackBufferCopy
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • BaseButton
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Bone2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • BoneAttachment3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • BoxContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Button
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Property Descriptions
      • Theme Property Descriptions
    • Camera2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Camera3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CanvasGroup
      • Description
      • Properties
      • Property Descriptions
    • CanvasItem
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • CanvasLayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • CanvasModulate
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CenterContainer
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CharacterBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CharacterBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CheckBox
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • CheckButton
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • CodeEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • CollisionObject2D
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CollisionObject3D
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CollisionPolygon2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CollisionPolygon3D
      • Description
      • Properties
      • Property Descriptions
    • CollisionShape2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CollisionShape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ColorPicker
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • ColorPickerButton
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • ColorRect
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ConeTwistJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ConfirmationDialog
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Container
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • Control
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • CPUParticles2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CPUParticles3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CSGBox3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGCombiner3D
      • Description
      • Tutorials
    • CSGCylinder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGMesh3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGPolygon3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • CSGPrimitive3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGShape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CSGSphere3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGTorus3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • DampedSpringJoint2D
      • Description
      • Properties
      • Property Descriptions
    • Decal
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • DirectionalLight2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • DirectionalLight3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • EditorCommandPalette
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • EditorFileDialog
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • EditorFileSystem
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorInspector
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • EditorPlugin
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • EditorProperty
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • EditorResourcePicker
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • EditorResourcePreview
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorScriptPicker
      • Description
      • Properties
      • Property Descriptions
    • EditorSpinSlider
      • Description
      • Properties
      • Theme Properties
      • Signals
      • Property Descriptions
      • Theme Property Descriptions
    • EditorToaster
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • FileDialog
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • FileSystemDock
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • FlowContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • FogVolume
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Generic6DOFJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GeometryInstance3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticles2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticles3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GPUParticlesAttractor3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesAttractorBox3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesAttractorSphere3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesAttractorVectorField3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesCollision3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesCollisionBox3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesCollisionHeightField3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticlesCollisionSDF3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticlesCollisionSphere3D
      • Description
      • Properties
      • Property Descriptions
    • GraphEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • GraphElement
      • Description
      • Properties
      • Theme Properties
      • Signals
      • Property Descriptions
      • Theme Property Descriptions
    • GraphFrame
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • GraphNode
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • GridContainer
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Property Descriptions
      • Theme Property Descriptions
    • GridMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GridMapEditorPlugin
      • Description
      • Methods
      • Method Descriptions
    • GrooveJoint2D
      • Description
      • Properties
      • Property Descriptions
    • HBoxContainer
      • Description
      • Tutorials
    • HFlowContainer
      • Description
      • Tutorials
    • HingeJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • HScrollBar
      • Description
    • HSeparator
      • Description
    • HSlider
      • Description
    • HSplitContainer
      • Description
      • Tutorials
    • HTTPRequest
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ImporterMeshInstance3D
      • Properties
      • Property Descriptions
    • InstancePlaceholder
      • Description
      • Methods
      • Method Descriptions
    • ItemList
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Joint2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Joint3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Label
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Label3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Light2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Light3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LightmapGI
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • LightmapProbe
      • Description
    • LightOccluder2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Line2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LineEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • LinkButton
      • Description
      • Properties
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Theme Property Descriptions
    • LookAtModifier3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MarginContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • Marker2D
      • Description
      • Properties
      • Property Descriptions
    • Marker3D
      • Description
      • Properties
      • Property Descriptions
    • MenuBar
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • MenuButton
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • MeshInstance2D
      • Description
      • Tutorials
      • Properties
      • Signals
      • Property Descriptions
    • MeshInstance3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • MissingNode
      • Description
      • Properties
      • Property Descriptions
    • MultiMeshInstance2D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • MultiMeshInstance3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • MultiplayerSpawner
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • MultiplayerSynchronizer
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationAgent2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NavigationAgent3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NavigationLink2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationLink3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationObstacle2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationObstacle3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationRegion2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NavigationRegion3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NinePatchRect
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Node2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Node3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • OccluderInstance3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OmniLight3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • OpenXRBindingModifierEditor
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • OpenXRCompositionLayer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRCompositionLayerCylinder
      • Description
      • Properties
      • Property Descriptions
    • OpenXRCompositionLayerEquirect
      • Description
      • Properties
      • Property Descriptions
    • OpenXRCompositionLayerQuad
      • Description
      • Properties
      • Property Descriptions
    • OpenXRHand
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OpenXRInteractionProfileEditor
      • Description
    • OpenXRInteractionProfileEditorBase
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • OpenXRVisibilityMask
      • Description
    • OptionButton
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Panel
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • PanelContainer
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • Parallax2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ParallaxBackground
      • Description
      • Properties
      • Property Descriptions
    • ParallaxLayer
      • Description
      • Properties
      • Property Descriptions
    • Path2D
      • Description
      • Properties
      • Property Descriptions
    • Path3D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • PathFollow2D
      • Description
      • Properties
      • Property Descriptions
    • PathFollow3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PhysicalBone2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicalBone3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PhysicalBoneSimulator3D
      • Description
      • Methods
      • Method Descriptions
    • PhysicsBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • PhysicsBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PinJoint2D
      • Description
      • Properties
      • Property Descriptions
    • PinJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PointLight2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Polygon2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Popup
      • Description
      • Properties
      • Signals
    • PopupMenu
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • PopupPanel
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • ProgressBar
      • Description
      • Properties
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Theme Property Descriptions
    • Range
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • RayCast2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RayCast3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ReferenceRect
      • Description
      • Properties
      • Property Descriptions
    • ReflectionProbe
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • RemoteTransform2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RemoteTransform3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ResourcePreloader
      • Description
      • Methods
      • Method Descriptions
    • RetargetModifier3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RichTextLabel
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • RigidBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RigidBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RootMotionView
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ScriptCreateDialog
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • ScriptEditor
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • ScriptEditorBase
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • ScrollBar
      • Description
      • Properties
      • Theme Properties
      • Signals
      • Property Descriptions
      • Theme Property Descriptions
    • ScrollContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Separator
      • Description
      • Theme Properties
      • Theme Property Descriptions
    • ShaderGlobalsOverride
      • Description
      • Tutorials
    • ShapeCast2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ShapeCast3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Skeleton2D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • Skeleton3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • SkeletonIK3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModifier3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Slider
      • Description
      • Properties
      • Theme Properties
      • Signals
      • Property Descriptions
      • Theme Property Descriptions
    • SliderJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SoftBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SpinBox
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • SplitContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • SpotLight3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SpringArm3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SpringBoneCollision3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SpringBoneCollisionCapsule3D
      • Description
      • Properties
      • Property Descriptions
    • SpringBoneCollisionPlane3D
      • Description
    • SpringBoneCollisionSphere3D
      • Description
      • Properties
      • Property Descriptions
    • SpringBoneSimulator3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Sprite2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Sprite3D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • SpriteBase3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • StaticBody2D
      • Description
      • Properties
      • Property Descriptions
    • StaticBody3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • StatusIndicator
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • SubViewport
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • SubViewportContainer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • TabBar
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • TabContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • TextEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • TextureButton
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • TextureProgressBar
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TextureRect
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • TileMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TileMapLayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Timer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TouchScreenButton
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Tree
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • VBoxContainer
      • Description
      • Tutorials
    • VehicleBody3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • VehicleWheel3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VFlowContainer
      • Description
      • Tutorials
    • VideoStreamPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Viewport
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • VisibleOnScreenEnabler2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisibleOnScreenEnabler3D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisibleOnScreenNotifier2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • VisibleOnScreenNotifier3D
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • VisualInstance3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VoxelGI
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • VScrollBar
      • Description
      • Properties
    • VSeparator
      • Description
    • VSlider
      • Description
      • Properties
    • VSplitContainer
      • Description
      • Tutorials
    • Window
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • WorldEnvironment
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • XRAnchor3D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • XRBodyModifier3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • XRCamera3D
      • Description
      • Tutorials
    • XRController3D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • XRFaceModifier3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • XRHandModifier3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • XRNode3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • XROrigin3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
  • Resources
    • Resource
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedTexture
      • Description
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Animation
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationLibrary
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • AnimationNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeAdd2
      • Description
      • Tutorials
    • AnimationNodeAdd3
      • Description
      • Tutorials
    • AnimationNodeAnimation
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AnimationNodeBlend2
      • Description
      • Tutorials
    • AnimationNodeBlend3
      • Description
      • Tutorials
    • AnimationNodeBlendSpace1D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeBlendSpace2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeBlendTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeExtension
      • Description
      • Methods
      • Method Descriptions
    • AnimationNodeOneShot
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AnimationNodeOutput
      • Description
      • Tutorials
    • AnimationNodeStateMachine
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeStateMachinePlayback
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • AnimationNodeStateMachineTransition
      • Description
      • Tutorials
      • Properties
      • Signals
      • Enumerations
      • Property Descriptions
    • AnimationNodeSub2
      • Description
      • Tutorials
    • AnimationNodeSync
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeTimeScale
      • Description
      • Tutorials
    • AnimationNodeTimeSeek
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeTransition
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AnimationRootNode
      • Description
      • Tutorials
    • ArrayMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ArrayOccluder3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AtlasTexture
      • Description
      • Properties
      • Property Descriptions
    • AudioBusLayout
      • Description
    • AudioEffect
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioEffectAmplify
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectBandLimitFilter
      • Description
      • Tutorials
    • AudioEffectBandPassFilter
      • Description
      • Tutorials
    • AudioEffectCapture
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectChorus
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectCompressor
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectDelay
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectDistortion
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectEQ
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioEffectEQ10
      • Description
      • Tutorials
    • AudioEffectEQ21
      • Description
      • Tutorials
    • AudioEffectEQ6
      • Description
      • Tutorials
    • AudioEffectFilter
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectHardLimiter
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectHighPassFilter
      • Description
      • Tutorials
    • AudioEffectHighShelfFilter
      • Description
      • Tutorials
    • AudioEffectLimiter
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectLowPassFilter
      • Description
      • Tutorials
    • AudioEffectLowShelfFilter
      • Description
      • Tutorials
    • AudioEffectNotchFilter
      • Description
      • Tutorials
    • AudioEffectPanner
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectPhaser
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectPitchShift
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectRecord
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectReverb
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectSpectrumAnalyzer
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectStereoEnhance
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioStream
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • AudioStreamGenerator
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioStreamInteractive
      • Description
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AudioStreamMicrophone
      • Description
      • Tutorials
    • AudioStreamMP3
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioStreamOggVorbis
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlaylist
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPolyphonic
      • Description
      • Properties
      • Property Descriptions
    • AudioStreamRandomizer
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamSynchronized
      • Description
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AudioStreamWAV
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BaseMaterial3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BitMap
      • Description
      • Methods
      • Method Descriptions
    • BoneMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • BoxMesh
      • Description
      • Properties
      • Property Descriptions
    • BoxOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • BoxShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ButtonGroup
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • CameraAttributes
      • Description
      • Properties
      • Property Descriptions
    • CameraAttributesPhysical
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CameraAttributesPractical
      • Description
      • Properties
      • Property Descriptions
    • CameraTexture
      • Description
      • Properties
      • Property Descriptions
    • CanvasItemMaterial
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CanvasTexture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CapsuleMesh
      • Description
      • Properties
      • Property Descriptions
    • CapsuleShape2D
      • Description
      • Properties
      • Property Descriptions
    • CapsuleShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CircleShape2D
      • Description
      • Properties
      • Property Descriptions
    • CodeHighlighter
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ColorPalette
      • Description
      • Properties
      • Property Descriptions
    • Compositor
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CompositorEffect
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CompressedCubemap
      • Description
    • CompressedCubemapArray
      • Description
    • CompressedTexture2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CompressedTexture2DArray
      • Description
    • CompressedTexture3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CompressedTextureLayered
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ConcavePolygonShape2D
      • Description
      • Properties
      • Property Descriptions
    • ConcavePolygonShape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ConvexPolygonShape2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ConvexPolygonShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CryptoKey
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • CSharpScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • Cubemap
      • Description
      • Methods
      • Method Descriptions
    • CubemapArray
      • Description
      • Methods
      • Method Descriptions
    • Curve
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Curve2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Curve3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CurveTexture
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CurveXYZTexture
      • Description
      • Properties
      • Property Descriptions
    • CylinderMesh
      • Description
      • Properties
      • Property Descriptions
    • CylinderShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorNode3DGizmoPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorSettings
      • Description
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • EditorSyntaxHighlighter
      • Description
      • Methods
      • Method Descriptions
    • Environment
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ExternalTexture
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • FastNoiseLite
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • FBXDocument
      • Description
    • FBXState
      • Description
      • Properties
      • Property Descriptions
    • FogMaterial
      • Description
      • Properties
      • Property Descriptions
    • Font
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • FontFile
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • FontVariation
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GDExtension
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • GDScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • GDScriptSyntaxHighlighter
      • Description
    • GLTFAccessor
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • GLTFAnimation
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFBufferView
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFCamera
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFDocument
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GLTFDocumentExtension
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • GLTFDocumentExtensionConvertImporterMesh
      • Tutorials
    • GLTFLight
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFPhysicsBody
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFPhysicsShape
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFSkeleton
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFSkin
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFSpecGloss
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • GLTFState
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GLTFTexture
      • Tutorials
      • Properties
      • Property Descriptions
    • GLTFTextureSampler
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Gradient
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GradientTexture1D
      • Description
      • Properties
      • Property Descriptions
    • GradientTexture2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • HeightMapShape3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Image
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • ImageTexture
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • ImageTexture3D
      • Description
      • Methods
      • Method Descriptions
    • ImageTextureLayered
      • Description
      • Methods
      • Method Descriptions
    • ImmediateMesh
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • ImporterMesh
      • Description
      • Methods
      • Method Descriptions
    • InputEvent
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • InputEventAction
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventFromWindow
      • Description
      • Properties
      • Property Descriptions
    • InputEventGesture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventJoypadButton
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventJoypadMotion
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventKey
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • InputEventMagnifyGesture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMIDI
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouse
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouseButton
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouseMotion
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventPanGesture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventScreenDrag
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventScreenTouch
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventShortcut
      • Description
      • Properties
      • Property Descriptions
    • InputEventWithModifiers
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • JSON
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • LabelSettings
      • Description
      • Properties
      • Property Descriptions
    • LightmapGIData
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Material
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Mesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MeshLibrary
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • MeshTexture
      • Description
      • Properties
      • Property Descriptions
    • MissingResource
      • Description
      • Properties
      • Property Descriptions
    • MultiMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationMeshSourceGeometryData2D
      • Description
      • Methods
      • Method Descriptions
    • NavigationMeshSourceGeometryData3D
      • Description
      • Methods
      • Method Descriptions
    • NavigationPolygon
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Noise
      • Description
      • Methods
      • Method Descriptions
    • NoiseTexture2D
      • Description
      • Properties
      • Property Descriptions
    • NoiseTexture3D
      • Description
      • Properties
      • Property Descriptions
    • Occluder3D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • OccluderPolygon2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OggPacketSequence
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRAction
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OpenXRActionBindingModifier
      • Description
    • OpenXRActionMap
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRActionSet
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRAnalogThresholdModifier
      • Description
      • Properties
      • Property Descriptions
    • OpenXRBindingModifier
      • Description
      • Methods
      • Method Descriptions
    • OpenXRDpadBindingModifier
      • Description
      • Properties
      • Property Descriptions
    • OpenXRHapticBase
      • Description
    • OpenXRHapticVibration
      • Description
      • Properties
      • Property Descriptions
    • OpenXRInteractionProfile
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRIPBinding
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRIPBindingModifier
      • Description
    • OptimizedTranslation
      • Description
      • Methods
      • Method Descriptions
    • ORMMaterial3D
      • Description
      • Tutorials
    • PackedDataContainer
      • Description
      • Methods
      • Method Descriptions
    • PackedScene
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • PanoramaSkyMaterial
      • Description
      • Properties
      • Property Descriptions
    • ParticleProcessMaterial
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PhysicalSkyMaterial
      • Description
      • Properties
      • Property Descriptions
    • PhysicsMaterial
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderCubemap
      • Description
    • PlaceholderCubemapArray
      • Description
    • PlaceholderMaterial
      • Description
    • PlaceholderMesh
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderTexture2D
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderTexture2DArray
      • Description
    • PlaceholderTexture3D
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderTextureLayered
      • Description
      • Properties
      • Property Descriptions
    • PlaneMesh
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • PointMesh
      • Description
    • PolygonOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • PolygonPathFinder
      • Methods
      • Method Descriptions
    • PortableCompressedTexture2D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PrimitiveMesh
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PrismMesh
      • Description
      • Properties
      • Property Descriptions
    • ProceduralSkyMaterial
      • Description
      • Properties
      • Property Descriptions
    • QuadMesh
      • Description
      • Tutorials
      • Properties
    • QuadOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • RDShaderFile
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDShaderSPIRV
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RectangleShape2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • RibbonTrailMesh
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • RichTextEffect
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • SceneReplicationConfig
      • Methods
      • Enumerations
      • Method Descriptions
    • Script
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ScriptExtension
      • Methods
      • Method Descriptions
    • SegmentShape2D
      • Description
      • Properties
      • Property Descriptions
    • SeparationRayShape2D
      • Description
      • Properties
      • Property Descriptions
    • SeparationRayShape3D
      • Description
      • Properties
      • Property Descriptions
    • Shader
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ShaderInclude
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ShaderMaterial
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shape2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shortcut
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DCCDIK
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DFABRIK
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DJiggle
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DLookAt
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DPhysicalBones
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DStackHolder
      • Description
      • Methods
      • Method Descriptions
    • SkeletonModification2DTwoBoneIK
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModificationStack2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonProfile
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SkeletonProfileHumanoid
      • Description
      • Tutorials
      • Properties
    • Skin
      • Methods
      • Method Descriptions
    • Sky
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • SphereMesh
      • Description
      • Properties
      • Property Descriptions
    • SphereOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SphereShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SpriteFrames
      • Description
      • Methods
      • Method Descriptions
    • StandardMaterial3D
      • Description
      • Tutorials
    • StyleBox
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • StyleBoxEmpty
      • Description
    • StyleBoxFlat
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • StyleBoxLine
      • Description
      • Properties
      • Property Descriptions
    • StyleBoxTexture
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SyntaxHighlighter
      • Description
      • Methods
      • Method Descriptions
    • SystemFont
      • Description
      • Properties
      • Property Descriptions
    • TextMesh
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Texture
      • Description
    • Texture2D
      • Description
      • Methods
      • Method Descriptions
    • Texture2DArray
      • Description
      • Methods
      • Method Descriptions
    • Texture2DArrayRD
      • Description
    • Texture2DRD
      • Description
      • Properties
      • Property Descriptions
    • Texture3D
      • Description
      • Methods
      • Method Descriptions
    • Texture3DRD
      • Description
      • Properties
      • Property Descriptions
    • TextureCubemapArrayRD
      • Description
    • TextureCubemapRD
      • Description
    • TextureLayered
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • TextureLayeredRD
      • Description
      • Properties
      • Property Descriptions
    • Theme
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TileMapPattern
      • Description
      • Methods
      • Method Descriptions
    • TileSet
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TileSetAtlasSource
      • Description
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • TileSetScenesCollectionSource
      • Description
      • Methods
      • Method Descriptions
    • TileSetSource
      • Description
      • Methods
      • Method Descriptions
    • TorusMesh
      • Description
      • Properties
      • Property Descriptions
    • Translation
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • TubeTrailMesh
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • VideoStream
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VideoStreamPlayback
      • Description
      • Methods
      • Method Descriptions
    • VideoStreamTheora
      • Description
    • ViewportTexture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • VisualShader
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNodeBillboard
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeBooleanConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeBooleanParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeClamp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeColorConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeColorFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeColorOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeColorParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeComment
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeCompare
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeConstant
      • Description
    • VisualShaderNodeCubemap
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeCubemapParameter
      • Description
    • VisualShaderNodeCurveTexture
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeCurveXYZTexture
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeCustom
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • VisualShaderNodeDerivativeFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeDeterminant
      • Description
    • VisualShaderNodeDistanceFade
      • Description
    • VisualShaderNodeDotProduct
      • Description
    • VisualShaderNodeExpression
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeFaceForward
      • Description
    • VisualShaderNodeFloatConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeFloatFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeFloatOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeFloatParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeFrame
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNodeFresnel
      • Description
    • VisualShaderNodeGlobalExpression
      • Description
    • VisualShaderNodeGroupBase
      • Description
      • Methods
      • Method Descriptions
    • VisualShaderNodeIf
      • Description
    • VisualShaderNodeInput
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNodeIntConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeIntFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeIntOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeIntParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeIs
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeLinearSceneDepth
      • Description
    • VisualShaderNodeMix
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeMultiplyAdd
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeOuterProduct
      • Description
    • VisualShaderNodeOutput
      • Description
    • VisualShaderNodeParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParameterRef
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleAccelerator
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParticleBoxEmitter
      • Description
    • VisualShaderNodeParticleConeVelocity
      • Description
    • VisualShaderNodeParticleEmit
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParticleEmitter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleMeshEmitter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleMultiplyByAxisAngle
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleOutput
      • Description
    • VisualShaderNodeParticleRandomness
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParticleRingEmitter
      • Description
    • VisualShaderNodeParticleSphereEmitter
      • Description
    • VisualShaderNodeProximityFade
      • Description
    • VisualShaderNodeRandomRange
      • Description
    • VisualShaderNodeRemap
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeReroute
      • Description
      • Methods
      • Method Descriptions
    • VisualShaderNodeResizableBase
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeRotationByAxis
      • Description
    • VisualShaderNodeSample3D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeScreenNormalWorldSpace
      • Description
    • VisualShaderNodeScreenUVToSDF
      • Description
    • VisualShaderNodeSDFRaymarch
      • Description
    • VisualShaderNodeSDFToScreenUV
      • Description
    • VisualShaderNodeSmoothStep
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeStep
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeSwitch
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTexture
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTexture2DArray
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTexture2DArrayParameter
      • Description
    • VisualShaderNodeTexture2DParameter
      • Description
    • VisualShaderNodeTexture3D
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTexture3DParameter
      • Description
    • VisualShaderNodeTextureParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTextureParameterTriplanar
      • Description
    • VisualShaderNodeTextureSDF
      • Description
    • VisualShaderNodeTextureSDFNormal
      • Description
    • VisualShaderNodeTransformCompose
      • Description
    • VisualShaderNodeTransformConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTransformDecompose
      • Description
    • VisualShaderNodeTransformFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTransformOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTransformParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTransformVecMult
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUIntConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeUIntFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUIntOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUIntParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeUVFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUVPolarCoord
      • Description
    • VisualShaderNodeVarying
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVaryingGetter
      • Description
    • VisualShaderNodeVaryingSetter
      • Description
    • VisualShaderNodeVec2Constant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec2Parameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec3Constant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec3Parameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec4Constant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec4Parameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVectorBase
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeVectorCompose
      • Description
    • VisualShaderNodeVectorDecompose
      • Description
    • VisualShaderNodeVectorDistance
      • Description
    • VisualShaderNodeVectorFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeVectorLen
      • Description
    • VisualShaderNodeVectorOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeVectorRefract
      • Description
    • VisualShaderNodeWorldPositionFromDepth
      • Description
    • VoxelGIData
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • World2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • World3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • WorldBoundaryShape2D
      • Description
      • Properties
      • Property Descriptions
    • WorldBoundaryShape3D
      • Description
      • Properties
      • Property Descriptions
    • X509Certificate
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
  • Other objects
    • Object
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Method Descriptions
    • AESContext
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • AStar2D
      • Description
      • Methods
      • Method Descriptions
    • AStar3D
      • Description
      • Methods
      • Method Descriptions
    • AStarGrid2D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioEffectInstance
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioEffectSpectrumAnalyzerInstance
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • AudioSample
      • Description
    • AudioSamplePlayback
      • Description
    • AudioServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamGeneratorPlayback
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioStreamPlayback
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioStreamPlaybackInteractive
      • Description
      • Methods
      • Method Descriptions
    • AudioStreamPlaybackOggVorbis
    • AudioStreamPlaybackPlaylist
    • AudioStreamPlaybackPolyphonic
      • Description
      • Methods
      • Constants
      • Method Descriptions
    • AudioStreamPlaybackResampled
      • Methods
      • Method Descriptions
    • AudioStreamPlaybackSynchronized
    • CallbackTweener
      • Description
      • Methods
      • Method Descriptions
    • CameraFeed
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CameraServer
      • Description
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • CharFXTransform
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ClassDB
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • ConfigFile
      • Description
      • Methods
      • Method Descriptions
    • Crypto
      • Description
      • Methods
      • Method Descriptions
    • DirAccess
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • DisplayServer
      • Description
      • Methods
      • Enumerations
      • Constants
      • Method Descriptions
    • DTLSServer
      • Description
      • Methods
      • Method Descriptions
    • EditorContextMenuPlugin
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • EditorDebuggerPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorDebuggerSession
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorExportPlatform
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • EditorExportPlatformAndroid
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformExtension
      • Description
      • Methods
      • Method Descriptions
    • EditorExportPlatformIOS
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformLinuxBSD
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformMacOS
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformPC
      • Description
      • Tutorials
    • EditorExportPlatformWeb
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformWindows
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorExportPreset
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • EditorFeatureProfile
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • EditorFileSystemDirectory
      • Description
      • Methods
      • Method Descriptions
    • EditorFileSystemImportFormatSupportQuery
      • Description
      • Methods
      • Method Descriptions
    • EditorImportPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorInspectorPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorInterface
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • EditorNode3DGizmo
      • Description
      • Methods
      • Method Descriptions
    • EditorPaths
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorResourceConversionPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorResourcePreviewGenerator
      • Description
      • Methods
      • Method Descriptions
    • EditorResourceTooltipPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorSceneFormatImporter
      • Description
      • Methods
      • Constants
      • Method Descriptions
    • EditorSceneFormatImporterBlend
      • Description
    • EditorSceneFormatImporterFBX2GLTF
      • Description
    • EditorSceneFormatImporterGLTF
    • EditorSceneFormatImporterUFBX
      • Description
    • EditorScenePostImport
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorScenePostImportPlugin
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • EditorScript
      • Description
      • Methods
      • Method Descriptions
    • EditorSelection
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorTranslationParserPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorUndoRedoManager
      • Description
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • EditorVCSInterface
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • EncodedObjectAsID
      • Description
      • Properties
      • Property Descriptions
    • ENetConnection
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • ENetMultiplayerPeer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ENetPacketPeer
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Constants
      • Method Descriptions
    • Engine
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • EngineDebugger
      • Description
      • Methods
      • Method Descriptions
    • EngineProfiler
      • Description
      • Methods
      • Method Descriptions
    • Expression
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • FileAccess
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • FramebufferCacheRD
      • Description
      • Methods
      • Method Descriptions
    • GDExtensionManager
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • Geometry2D
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • Geometry3D
      • Description
      • Methods
      • Method Descriptions
    • GLTFObjectModelProperty
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • HashingContext
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • HMACContext
      • Description
      • Methods
      • Method Descriptions
    • HTTPClient
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ImageFormatLoader
      • Description
      • Enumerations
    • ImageFormatLoaderExtension
      • Description
      • Methods
      • Method Descriptions
    • Input
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • InputMap
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • IntervalTweener
      • Description
    • IP
      • Description
      • Methods
      • Enumerations
      • Constants
      • Method Descriptions
    • JavaClass
      • Description
      • Methods
      • Method Descriptions
    • JavaClassWrapper
      • Description
      • Methods
      • Method Descriptions
    • JavaObject
      • Description
      • Methods
      • Method Descriptions
    • JavaScriptBridge
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • JavaScriptObject
      • Description
    • JNISingleton
      • Description
      • Tutorials
    • JSONRPC
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • KinematicCollision2D
      • Description
      • Methods
      • Method Descriptions
    • KinematicCollision3D
      • Description
      • Methods
      • Method Descriptions
    • Lightmapper
      • Description
    • LightmapperRD
      • Description
    • MainLoop
      • Description
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • Marshalls
      • Description
      • Methods
      • Method Descriptions
    • MeshConvexDecompositionSettings
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • MeshDataTool
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • MethodTweener
      • Description
      • Methods
      • Method Descriptions
    • MobileVRInterface
      • Description
      • Properties
      • Property Descriptions
    • MovieWriter
      • Description
      • Methods
      • Method Descriptions
    • MultiplayerAPI
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MultiplayerAPIExtension
      • Description
      • Methods
      • Method Descriptions
    • MultiplayerPeer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • MultiplayerPeerExtension
      • Description
      • Methods
      • Method Descriptions
    • Mutex
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NativeMenu
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • NavigationMeshGenerator
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NavigationPathQueryParameters2D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • NavigationPathQueryParameters3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • NavigationPathQueryResult2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationPathQueryResult3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationServer2D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • NavigationServer3D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • Node
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Node3DGizmo
      • Description
    • OfflineMultiplayerPeer
      • Description
    • OggPacketSequencePlayback
    • OpenXRAPIExtension
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • OpenXRExtensionWrapperExtension
      • Description
      • Methods
      • Method Descriptions
    • OpenXRInteractionProfileMetadata
      • Description
      • Methods
      • Method Descriptions
    • OpenXRInterface
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • OS
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PackedDataContainerRef
      • Description
      • Methods
      • Method Descriptions
    • PacketPeer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PacketPeerDTLS
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PacketPeerExtension
      • Methods
      • Method Descriptions
    • PacketPeerStream
      • Description
      • Properties
      • Property Descriptions
    • PacketPeerUDP
      • Description
      • Methods
      • Method Descriptions
    • PCKPacker
      • Description
      • Methods
      • Method Descriptions
    • Performance
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsDirectBodyState2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsDirectBodyState2DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsDirectBodyState3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsDirectBodyState3DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState2D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState2DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState3D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState3DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsPointQueryParameters2D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsPointQueryParameters3D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsRayQueryParameters2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsRayQueryParameters3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsServer2D
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsServer2DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer2DManager
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer3D
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsServer3DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer3DManager
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer3DRenderingServerHandler
      • Methods
      • Method Descriptions
    • PhysicsShapeQueryParameters2D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsShapeQueryParameters3D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsTestMotionParameters2D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsTestMotionParameters3D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsTestMotionResult2D
      • Description
      • Methods
      • Method Descriptions
    • PhysicsTestMotionResult3D
      • Description
      • Methods
      • Method Descriptions
    • ProjectSettings
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • PropertyTweener
      • Description
      • Methods
      • Method Descriptions
    • RandomNumberGenerator
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDAttachmentFormat
      • Description
      • Properties
      • Property Descriptions
    • RDFramebufferPass
      • Description
      • Properties
      • Constants
      • Property Descriptions
    • RDPipelineColorBlendState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineColorBlendStateAttachment
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDPipelineDepthStencilState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineMultisampleState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineRasterizationState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineSpecializationConstant
      • Description
      • Properties
      • Property Descriptions
    • RDSamplerState
      • Description
      • Properties
      • Property Descriptions
    • RDShaderSource
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDTextureFormat
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDTextureView
      • Description
      • Properties
      • Property Descriptions
    • RDUniform
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDVertexAttribute
      • Description
      • Properties
      • Property Descriptions
    • RefCounted
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • RegEx
      • Description
      • Methods
      • Method Descriptions
    • RegExMatch
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RenderData
      • Description
      • Methods
      • Method Descriptions
    • RenderDataExtension
      • Description
      • Methods
      • Method Descriptions
    • RenderDataRD
      • Description
    • RenderingDevice
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Constants
      • Method Descriptions
    • RenderingServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • RenderSceneBuffers
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneBuffersConfiguration
      • Description
      • Properties
      • Property Descriptions
    • RenderSceneBuffersExtension
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneBuffersRD
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneData
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneDataExtension
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneDataRD
      • Description
    • Resource
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ResourceFormatLoader
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • ResourceFormatSaver
      • Description
      • Methods
      • Method Descriptions
    • ResourceImporter
      • Description
      • Tutorials
      • Enumerations
    • ResourceImporterBitMap
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterBMFont
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
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Godot Engine
  • Godot Engine 4.4 documentazione in italiano
    • All classes
    • NavigationServer3D

NavigationServer3D

Experimental: This class may be changed or removed in future versions.

Inherits: Object

A server interface for low-level 3D navigation access.

Description

NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from AStar3D.

Maps are divided into regions, which are composed of navigation meshes. Together, they define the navigable areas in the 3D world.

Note: Most NavigationServer3D changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.

For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than edge_connection_margin to the respective other edge's vertex.

You may assign navigation layers to regions with region_set_navigation_layers(), which then can be checked upon when requesting a path with map_get_path(). This can be used to allow or deny certain areas for some objects.

To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.

Note: The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.

This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.

Tutorials

  • Using NavigationServer

  • 3D Navigation Demo

Methods

RID

agent_create()

bool

agent_get_avoidance_enabled(agent: RID) const

int

agent_get_avoidance_layers(agent: RID) const

int

agent_get_avoidance_mask(agent: RID) const

float

agent_get_avoidance_priority(agent: RID) const

float

agent_get_height(agent: RID) const

RID

agent_get_map(agent: RID) const

int

agent_get_max_neighbors(agent: RID) const

float

agent_get_max_speed(agent: RID) const

float

agent_get_neighbor_distance(agent: RID) const

bool

agent_get_paused(agent: RID) const

Vector3

agent_get_position(agent: RID) const

float

agent_get_radius(agent: RID) const

float

agent_get_time_horizon_agents(agent: RID) const

float

agent_get_time_horizon_obstacles(agent: RID) const

bool

agent_get_use_3d_avoidance(agent: RID) const

Vector3

agent_get_velocity(agent: RID) const

bool

agent_has_avoidance_callback(agent: RID) const

bool

agent_is_map_changed(agent: RID) const

void

agent_set_avoidance_callback(agent: RID, callback: Callable)

void

agent_set_avoidance_enabled(agent: RID, enabled: bool)

void

agent_set_avoidance_layers(agent: RID, layers: int)

void

agent_set_avoidance_mask(agent: RID, mask: int)

void

agent_set_avoidance_priority(agent: RID, priority: float)

void

agent_set_height(agent: RID, height: float)

void

agent_set_map(agent: RID, map: RID)

void

agent_set_max_neighbors(agent: RID, count: int)

void

agent_set_max_speed(agent: RID, max_speed: float)

void

agent_set_neighbor_distance(agent: RID, distance: float)

void

agent_set_paused(agent: RID, paused: bool)

void

agent_set_position(agent: RID, position: Vector3)

void

agent_set_radius(agent: RID, radius: float)

void

agent_set_time_horizon_agents(agent: RID, time_horizon: float)

void

agent_set_time_horizon_obstacles(agent: RID, time_horizon: float)

void

agent_set_use_3d_avoidance(agent: RID, enabled: bool)

void

agent_set_velocity(agent: RID, velocity: Vector3)

void

agent_set_velocity_forced(agent: RID, velocity: Vector3)

void

bake_from_source_geometry_data(navigation_mesh: NavigationMesh, source_geometry_data: NavigationMeshSourceGeometryData3D, callback: Callable = Callable())

void

bake_from_source_geometry_data_async(navigation_mesh: NavigationMesh, source_geometry_data: NavigationMeshSourceGeometryData3D, callback: Callable = Callable())

void

free_rid(rid: RID)

bool

get_debug_enabled() const

Array[RID]

get_maps() const

int

get_process_info(process_info: ProcessInfo) const

bool

is_baking_navigation_mesh(navigation_mesh: NavigationMesh) const

RID

link_create()

bool

link_get_enabled(link: RID) const

Vector3

link_get_end_position(link: RID) const

float

link_get_enter_cost(link: RID) const

RID

link_get_map(link: RID) const

int

link_get_navigation_layers(link: RID) const

int

link_get_owner_id(link: RID) const

Vector3

link_get_start_position(link: RID) const

float

link_get_travel_cost(link: RID) const

bool

link_is_bidirectional(link: RID) const

void

link_set_bidirectional(link: RID, bidirectional: bool)

void

link_set_enabled(link: RID, enabled: bool)

void

link_set_end_position(link: RID, position: Vector3)

void

link_set_enter_cost(link: RID, enter_cost: float)

void

link_set_map(link: RID, map: RID)

void

link_set_navigation_layers(link: RID, navigation_layers: int)

void

link_set_owner_id(link: RID, owner_id: int)

void

link_set_start_position(link: RID, position: Vector3)

void

link_set_travel_cost(link: RID, travel_cost: float)

RID

map_create()

void

map_force_update(map: RID)

Array[RID]

map_get_agents(map: RID) const

float

map_get_cell_height(map: RID) const

float

map_get_cell_size(map: RID) const

Vector3

map_get_closest_point(map: RID, to_point: Vector3) const

Vector3

map_get_closest_point_normal(map: RID, to_point: Vector3) const

RID

map_get_closest_point_owner(map: RID, to_point: Vector3) const

Vector3

map_get_closest_point_to_segment(map: RID, start: Vector3, end: Vector3, use_collision: bool = false) const

float

map_get_edge_connection_margin(map: RID) const

int

map_get_iteration_id(map: RID) const

float

map_get_link_connection_radius(map: RID) const

Array[RID]

map_get_links(map: RID) const

float

map_get_merge_rasterizer_cell_scale(map: RID) const

Array[RID]

map_get_obstacles(map: RID) const

PackedVector3Array

map_get_path(map: RID, origin: Vector3, destination: Vector3, optimize: bool, navigation_layers: int = 1)

Vector3

map_get_random_point(map: RID, navigation_layers: int, uniformly: bool) const

Array[RID]

map_get_regions(map: RID) const

Vector3

map_get_up(map: RID) const

bool

map_get_use_async_iterations(map: RID) const

bool

map_get_use_edge_connections(map: RID) const

bool

map_is_active(map: RID) const

void

map_set_active(map: RID, active: bool)

void

map_set_cell_height(map: RID, cell_height: float)

void

map_set_cell_size(map: RID, cell_size: float)

void

map_set_edge_connection_margin(map: RID, margin: float)

void

map_set_link_connection_radius(map: RID, radius: float)

void

map_set_merge_rasterizer_cell_scale(map: RID, scale: float)

void

map_set_up(map: RID, up: Vector3)

void

map_set_use_async_iterations(map: RID, enabled: bool)

void

map_set_use_edge_connections(map: RID, enabled: bool)

RID

obstacle_create()

bool

obstacle_get_avoidance_enabled(obstacle: RID) const

int

obstacle_get_avoidance_layers(obstacle: RID) const

float

obstacle_get_height(obstacle: RID) const

RID

obstacle_get_map(obstacle: RID) const

bool

obstacle_get_paused(obstacle: RID) const

Vector3

obstacle_get_position(obstacle: RID) const

float

obstacle_get_radius(obstacle: RID) const

bool

obstacle_get_use_3d_avoidance(obstacle: RID) const

Vector3

obstacle_get_velocity(obstacle: RID) const

PackedVector3Array

obstacle_get_vertices(obstacle: RID) const

void

obstacle_set_avoidance_enabled(obstacle: RID, enabled: bool)

void

obstacle_set_avoidance_layers(obstacle: RID, layers: int)

void

obstacle_set_height(obstacle: RID, height: float)

void

obstacle_set_map(obstacle: RID, map: RID)

void

obstacle_set_paused(obstacle: RID, paused: bool)

void

obstacle_set_position(obstacle: RID, position: Vector3)

void

obstacle_set_radius(obstacle: RID, radius: float)

void

obstacle_set_use_3d_avoidance(obstacle: RID, enabled: bool)

void

obstacle_set_velocity(obstacle: RID, velocity: Vector3)

void

obstacle_set_vertices(obstacle: RID, vertices: PackedVector3Array)

void

parse_source_geometry_data(navigation_mesh: NavigationMesh, source_geometry_data: NavigationMeshSourceGeometryData3D, root_node: Node, callback: Callable = Callable())

void

query_path(parameters: NavigationPathQueryParameters3D, result: NavigationPathQueryResult3D, callback: Callable = Callable())

void

region_bake_navigation_mesh(navigation_mesh: NavigationMesh, root_node: Node)

RID

region_create()

AABB

region_get_bounds(region: RID) const

Vector3

region_get_closest_point(region: RID, to_point: Vector3) const

Vector3

region_get_closest_point_normal(region: RID, to_point: Vector3) const

Vector3

region_get_closest_point_to_segment(region: RID, start: Vector3, end: Vector3, use_collision: bool = false) const

Vector3

region_get_connection_pathway_end(region: RID, connection: int) const

Vector3

region_get_connection_pathway_start(region: RID, connection: int) const

int

region_get_connections_count(region: RID) const

bool

region_get_enabled(region: RID) const

float

region_get_enter_cost(region: RID) const

RID

region_get_map(region: RID) const

int

region_get_navigation_layers(region: RID) const

int

region_get_owner_id(region: RID) const

Vector3

region_get_random_point(region: RID, navigation_layers: int, uniformly: bool) const

Transform3D

region_get_transform(region: RID) const

float

region_get_travel_cost(region: RID) const

bool

region_get_use_edge_connections(region: RID) const

bool

region_owns_point(region: RID, point: Vector3) const

void

region_set_enabled(region: RID, enabled: bool)

void

region_set_enter_cost(region: RID, enter_cost: float)

void

region_set_map(region: RID, map: RID)

void

region_set_navigation_layers(region: RID, navigation_layers: int)

void

region_set_navigation_mesh(region: RID, navigation_mesh: NavigationMesh)

void

region_set_owner_id(region: RID, owner_id: int)

void

region_set_transform(region: RID, transform: Transform3D)

void

region_set_travel_cost(region: RID, travel_cost: float)

void

region_set_use_edge_connections(region: RID, enabled: bool)

void

set_active(active: bool)

void

set_debug_enabled(enabled: bool)

PackedVector3Array

simplify_path(path: PackedVector3Array, epsilon: float)

RID

source_geometry_parser_create()

void

source_geometry_parser_set_callback(parser: RID, callback: Callable)


Signals

avoidance_debug_changed() 🔗

Emitted when avoidance debug settings are changed. Only available in debug builds.


map_changed(map: RID) 🔗

Emitted when a navigation map is updated, when a region moves or is modified.


navigation_debug_changed() 🔗

Emitted when navigation debug settings are changed. Only available in debug builds.


Enumerations

enum ProcessInfo: 🔗

ProcessInfo INFO_ACTIVE_MAPS = 0

Constant to get the number of active navigation maps.

ProcessInfo INFO_REGION_COUNT = 1

Constant to get the number of active navigation regions.

ProcessInfo INFO_AGENT_COUNT = 2

Constant to get the number of active navigation agents processing avoidance.

ProcessInfo INFO_LINK_COUNT = 3

Constant to get the number of active navigation links.

ProcessInfo INFO_POLYGON_COUNT = 4

Constant to get the number of navigation mesh polygons.

ProcessInfo INFO_EDGE_COUNT = 5

Constant to get the number of navigation mesh polygon edges.

ProcessInfo INFO_EDGE_MERGE_COUNT = 6

Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.

ProcessInfo INFO_EDGE_CONNECTION_COUNT = 7

Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.

ProcessInfo INFO_EDGE_FREE_COUNT = 8

Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links.

ProcessInfo INFO_OBSTACLE_COUNT = 9

Constant to get the number of active navigation obstacles.


Method Descriptions

RID agent_create() 🔗

Creates the agent.


bool agent_get_avoidance_enabled(agent: RID) const 🔗

Returns true if the provided agent has avoidance enabled.


int agent_get_avoidance_layers(agent: RID) const 🔗

Returns the avoidance_layers bitmask of the specified agent.


int agent_get_avoidance_mask(agent: RID) const 🔗

Returns the avoidance_mask bitmask of the specified agent.


float agent_get_avoidance_priority(agent: RID) const 🔗

Returns the avoidance_priority of the specified agent.


float agent_get_height(agent: RID) const 🔗

Returns the height of the specified agent.


RID agent_get_map(agent: RID) const 🔗

Returns the navigation map RID the requested agent is currently assigned to.


int agent_get_max_neighbors(agent: RID) const 🔗

Returns the maximum number of other agents the specified agent takes into account in the navigation.


float agent_get_max_speed(agent: RID) const 🔗

Returns the maximum speed of the specified agent.


float agent_get_neighbor_distance(agent: RID) const 🔗

Returns the maximum distance to other agents the specified agent takes into account in the navigation.


bool agent_get_paused(agent: RID) const 🔗

Returns true if the specified agent is paused.


Vector3 agent_get_position(agent: RID) const 🔗

Returns the position of the specified agent in world space.


float agent_get_radius(agent: RID) const 🔗

Returns the radius of the specified agent.


float agent_get_time_horizon_agents(agent: RID) const 🔗

Returns the minimal amount of time for which the specified agent's velocities that are computed by the simulation are safe with respect to other agents.


float agent_get_time_horizon_obstacles(agent: RID) const 🔗

Returns the minimal amount of time for which the specified agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles.


bool agent_get_use_3d_avoidance(agent: RID) const 🔗

Returns true if the provided agent uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).


Vector3 agent_get_velocity(agent: RID) const 🔗

Returns the velocity of the specified agent.


bool agent_has_avoidance_callback(agent: RID) const 🔗

Return true if the specified agent has an avoidance callback.


bool agent_is_map_changed(agent: RID) const 🔗

Returns true if the map got changed the previous frame.


void agent_set_avoidance_callback(agent: RID, callback: Callable) 🔗

Sets the callback Callable that gets called after each avoidance processing step for the agent. The calculated safe_velocity will be dispatched with a signal to the object just before the physics calculations.

Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use agent_set_avoidance_callback() again with an empty Callable.


void agent_set_avoidance_enabled(agent: RID, enabled: bool) 🔗

If enabled is true, the provided agent calculates avoidance.


void agent_set_avoidance_layers(agent: RID, layers: int) 🔗

Set the agent's avoidance_layers bitmask.


void agent_set_avoidance_mask(agent: RID, mask: int) 🔗

Set the agent's avoidance_mask bitmask.


void agent_set_avoidance_priority(agent: RID, priority: float) 🔗

Set the agent's avoidance_priority with a priority between 0.0 (lowest priority) to 1.0 (highest priority).

The specified agent does not adjust the velocity for other agents that would match the avoidance_mask but have a lower avoidance_priority. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.


void agent_set_height(agent: RID, height: float) 🔗

Updates the provided agent height.


void agent_set_map(agent: RID, map: RID) 🔗

Puts the agent in the map.


void agent_set_max_neighbors(agent: RID, count: int) 🔗

Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.


void agent_set_max_speed(agent: RID, max_speed: float) 🔗

Sets the maximum speed of the agent. Must be positive.


void agent_set_neighbor_distance(agent: RID, distance: float) 🔗

Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.


void agent_set_paused(agent: RID, paused: bool) 🔗

If paused is true the specified agent will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.


void agent_set_position(agent: RID, position: Vector3) 🔗

Sets the position of the agent in world space.


void agent_set_radius(agent: RID, radius: float) 🔗

Sets the radius of the agent.


void agent_set_time_horizon_agents(agent: RID, time_horizon: float) 🔗

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.


void agent_set_time_horizon_obstacles(agent: RID, time_horizon: float) 🔗

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.


void agent_set_use_3d_avoidance(agent: RID, enabled: bool) 🔗

Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.

If true the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, underwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.

If false the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.


void agent_set_velocity(agent: RID, velocity: Vector3) 🔗

Sets velocity as the new wanted velocity for the specified agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use agent_set_velocity_forced() as well to reset the internal simulation velocity.


void agent_set_velocity_forced(agent: RID, velocity: Vector3) 🔗

Replaces the internal velocity in the collision avoidance simulation with velocity for the specified agent. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.


void bake_from_source_geometry_data(navigation_mesh: NavigationMesh, source_geometry_data: NavigationMeshSourceGeometryData3D, callback: Callable = Callable()) 🔗

Bakes the provided navigation_mesh with the data from the provided source_geometry_data. After the process is finished the optional callback will be called.


void bake_from_source_geometry_data_async(navigation_mesh: NavigationMesh, source_geometry_data: NavigationMeshSourceGeometryData3D, callback: Callable = Callable()) 🔗

Bakes the provided navigation_mesh with the data from the provided source_geometry_data as an async task running on a background thread. After the process is finished the optional callback will be called.


void free_rid(rid: RID) 🔗

Destroys the given RID.


bool get_debug_enabled() const 🔗

Returns true when the NavigationServer has debug enabled.


Array[RID] get_maps() const 🔗

Returns all created navigation map RIDs on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.


int get_process_info(process_info: ProcessInfo) const 🔗

Returns information about the current state of the NavigationServer. See ProcessInfo for a list of available states.


bool is_baking_navigation_mesh(navigation_mesh: NavigationMesh) const 🔗

Returns true when the provided navigation mesh is being baked on a background thread.


RID link_create() 🔗

Create a new link between two positions on a map.


bool link_get_enabled(link: RID) const 🔗

Returns true if the specified link is enabled.


Vector3 link_get_end_position(link: RID) const 🔗

Returns the ending position of this link.


float link_get_enter_cost(link: RID) const 🔗

Returns the enter cost of this link.


RID link_get_map(link: RID) const 🔗

Returns the navigation map RID the requested link is currently assigned to.


int link_get_navigation_layers(link: RID) const 🔗

Returns the navigation layers for this link.


int link_get_owner_id(link: RID) const 🔗

Returns the ObjectID of the object which manages this link.


Vector3 link_get_start_position(link: RID) const 🔗

Returns the starting position of this link.


float link_get_travel_cost(link: RID) const 🔗

Returns the travel cost of this link.


bool link_is_bidirectional(link: RID) const 🔗

Returns whether this link can be travelled in both directions.


void link_set_bidirectional(link: RID, bidirectional: bool) 🔗

Sets whether this link can be travelled in both directions.


void link_set_enabled(link: RID, enabled: bool) 🔗

If enabled is true, the specified link will contribute to its current navigation map.


void link_set_end_position(link: RID, position: Vector3) 🔗

Sets the exit position for the link.


void link_set_enter_cost(link: RID, enter_cost: float) 🔗

Sets the enter_cost for this link.


void link_set_map(link: RID, map: RID) 🔗

Sets the navigation map RID for the link.


void link_set_navigation_layers(link: RID, navigation_layers: int) 🔗

Set the links's navigation layers. This allows selecting links from a path request (when using map_get_path()).


void link_set_owner_id(link: RID, owner_id: int) 🔗

Set the ObjectID of the object which manages this link.


void link_set_start_position(link: RID, position: Vector3) 🔗

Sets the entry position for this link.


void link_set_travel_cost(link: RID, travel_cost: float) 🔗

Sets the travel_cost for this link.


RID map_create() 🔗

Create a new map.


void map_force_update(map: RID) 🔗

This function immediately forces synchronization of the specified navigation map RID. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).

Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.

Avoidance processing and dispatch of the safe_velocity signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.

Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.


Array[RID] map_get_agents(map: RID) const 🔗

Returns all navigation agents RIDs that are currently assigned to the requested navigation map.


float map_get_cell_height(map: RID) const 🔗

Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.


float map_get_cell_size(map: RID) const 🔗

Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.


Vector3 map_get_closest_point(map: RID, to_point: Vector3) const 🔗

Returns the navigation mesh surface point closest to the provided to_point on the navigation map.


Vector3 map_get_closest_point_normal(map: RID, to_point: Vector3) const 🔗

Returns the navigation mesh surface normal closest to the provided to_point on the navigation map.


RID map_get_closest_point_owner(map: RID, to_point: Vector3) const 🔗

Returns the owner region RID for the navigation mesh surface point closest to the provided to_point on the navigation map.


Vector3 map_get_closest_point_to_segment(map: RID, start: Vector3, end: Vector3, use_collision: bool = false) const 🔗

Returns the navigation mesh surface point closest to the provided start and end segment on the navigation map.

If use_collision is true, a closest point test is only done when the segment intersects with the navigation mesh surface.


float map_get_edge_connection_margin(map: RID) const 🔗

Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.


int map_get_iteration_id(map: RID) const 🔗

Returns the current iteration id of the navigation map. Every time the navigation map changes and synchronizes the iteration id increases. An iteration id of 0 means the navigation map has never synchronized.

Note: The iteration id will wrap back to 1 after reaching its range limit.


float map_get_link_connection_radius(map: RID) const 🔗

Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.


Array[RID] map_get_links(map: RID) const 🔗

Returns all navigation link RIDs that are currently assigned to the requested navigation map.


float map_get_merge_rasterizer_cell_scale(map: RID) const 🔗

Returns map's internal merge rasterizer cell scale.


Array[RID] map_get_obstacles(map: RID) const 🔗

Returns all navigation obstacle RIDs that are currently assigned to the requested navigation map.


PackedVector3Array map_get_path(map: RID, origin: Vector3, destination: Vector3, optimize: bool, navigation_layers: int = 1) 🔗

Returns the navigation path to reach the destination from the origin. navigation_layers is a bitmask of all region navigation layers that are allowed to be in the path.


Vector3 map_get_random_point(map: RID, navigation_layers: int, uniformly: bool) const 🔗

Returns a random position picked from all map region polygons with matching navigation_layers.

If uniformly is true, all map regions, polygons, and faces are weighted by their surface area (slower).

If uniformly is false, just a random region and a random polygon are picked (faster).


Array[RID] map_get_regions(map: RID) const 🔗

Returns all navigation regions RIDs that are currently assigned to the requested navigation map.


Vector3 map_get_up(map: RID) const 🔗

Returns the map's up direction.


bool map_get_use_async_iterations(map: RID) const 🔗

Returns true if the map synchronization uses an async process that runs on a background thread.


bool map_get_use_edge_connections(map: RID) const 🔗

Returns true if the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


bool map_is_active(map: RID) const 🔗

Returns true if the map is active.


void map_set_active(map: RID, active: bool) 🔗

Sets the map active.


void map_set_cell_height(map: RID, cell_height: float) 🔗

Sets the map cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height of the used navigation meshes.


void map_set_cell_size(map: RID, cell_size: float) 🔗

Sets the map cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size of the used navigation meshes.


void map_set_edge_connection_margin(map: RID, margin: float) 🔗

Set the map edge connection margin used to weld the compatible region edges.


void map_set_link_connection_radius(map: RID, radius: float) 🔗

Set the map's link connection radius used to connect links to navigation polygons.


void map_set_merge_rasterizer_cell_scale(map: RID, scale: float) 🔗

Set the map's internal merge rasterizer cell scale used to control merging sensitivity.


void map_set_up(map: RID, up: Vector3) 🔗

Sets the map up direction.


void map_set_use_async_iterations(map: RID, enabled: bool) 🔗

If enabled is true the map synchronization uses an async process that runs on a background thread.


void map_set_use_edge_connections(map: RID, enabled: bool) 🔗

Set the navigation map edge connection use. If enabled is true, the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


RID obstacle_create() 🔗

Creates a new obstacle.


bool obstacle_get_avoidance_enabled(obstacle: RID) const 🔗

Returns true if the provided obstacle has avoidance enabled.


int obstacle_get_avoidance_layers(obstacle: RID) const 🔗

Returns the avoidance_layers bitmask of the specified obstacle.


float obstacle_get_height(obstacle: RID) const 🔗

Returns the height of the specified obstacle.


RID obstacle_get_map(obstacle: RID) const 🔗

Returns the navigation map RID the requested obstacle is currently assigned to.


bool obstacle_get_paused(obstacle: RID) const 🔗

Returns true if the specified obstacle is paused.


Vector3 obstacle_get_position(obstacle: RID) const 🔗

Returns the position of the specified obstacle in world space.


float obstacle_get_radius(obstacle: RID) const 🔗

Returns the radius of the specified dynamic obstacle.


bool obstacle_get_use_3d_avoidance(obstacle: RID) const 🔗

Returns true if the provided obstacle uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).


Vector3 obstacle_get_velocity(obstacle: RID) const 🔗

Returns the velocity of the specified dynamic obstacle.


PackedVector3Array obstacle_get_vertices(obstacle: RID) const 🔗

Returns the outline vertices for the specified obstacle.


void obstacle_set_avoidance_enabled(obstacle: RID, enabled: bool) 🔗

If enabled is true, the provided obstacle affects avoidance using agents.


void obstacle_set_avoidance_layers(obstacle: RID, layers: int) 🔗

Set the obstacles's avoidance_layers bitmask.


void obstacle_set_height(obstacle: RID, height: float) 🔗

Sets the height for the obstacle. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.


void obstacle_set_map(obstacle: RID, map: RID) 🔗

Assigns the obstacle to a navigation map.


void obstacle_set_paused(obstacle: RID, paused: bool) 🔗

If paused is true the specified obstacle will not be processed, e.g. affect avoidance velocities.


void obstacle_set_position(obstacle: RID, position: Vector3) 🔗

Updates the position in world space for the obstacle.


void obstacle_set_radius(obstacle: RID, radius: float) 🔗

Sets the radius of the dynamic obstacle.


void obstacle_set_use_3d_avoidance(obstacle: RID, enabled: bool) 🔗

Sets if the obstacle uses the 2D avoidance or the 3D avoidance while avoidance is enabled.


void obstacle_set_velocity(obstacle: RID, velocity: Vector3) 🔗

Sets velocity of the dynamic obstacle. Allows other agents to better predict the movement of the dynamic obstacle. Only works in combination with the radius of the obstacle.


void obstacle_set_vertices(obstacle: RID, vertices: PackedVector3Array) 🔗

Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.


void parse_source_geometry_data(navigation_mesh: NavigationMesh, source_geometry_data: NavigationMeshSourceGeometryData3D, root_node: Node, callback: Callable = Callable()) 🔗

Parses the SceneTree for source geometry according to the properties of navigation_mesh. Updates the provided source_geometry_data resource with the resulting data. The resource can then be used to bake a navigation mesh with bake_from_source_geometry_data(). After the process is finished the optional callback will be called.

Note: This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.

Performance: While convenient, reading data arrays from Mesh resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the RenderingServer in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.


void query_path(parameters: NavigationPathQueryParameters3D, result: NavigationPathQueryResult3D, callback: Callable = Callable()) 🔗

Queries a path in a given navigation map. Start and target position and other parameters are defined through NavigationPathQueryParameters3D. Updates the provided NavigationPathQueryResult3D result object with the path among other results requested by the query. After the process is finished the optional callback will be called.


void region_bake_navigation_mesh(navigation_mesh: NavigationMesh, root_node: Node) 🔗

Deprecated: This method is deprecated due to core threading changes. To upgrade existing code, first create a NavigationMeshSourceGeometryData3D resource. Use this resource with parse_source_geometry_data() to parse the SceneTree for nodes that should contribute to the navigation mesh baking. The SceneTree parsing needs to happen on the main thread. After the parsing is finished use the resource with bake_from_source_geometry_data() to bake a navigation mesh.

Bakes the navigation_mesh with bake source geometry collected starting from the root_node.


RID region_create() 🔗

Creates a new region.


AABB region_get_bounds(region: RID) const 🔗

Returns the axis-aligned bounding box for the region's transformed navigation mesh.


Vector3 region_get_closest_point(region: RID, to_point: Vector3) const 🔗

Returns the navigation mesh surface point closest to the provided to_point on the navigation region.


Vector3 region_get_closest_point_normal(region: RID, to_point: Vector3) const 🔗

Returns the navigation mesh surface normal closest to the provided to_point on the navigation region.


Vector3 region_get_closest_point_to_segment(region: RID, start: Vector3, end: Vector3, use_collision: bool = false) const 🔗

Returns the navigation mesh surface point closest to the provided start and end segment on the navigation region.

If use_collision is true, a closest point test is only done when the segment intersects with the navigation mesh surface.


Vector3 region_get_connection_pathway_end(region: RID, connection: int) const 🔗

Returns the ending point of a connection door. connection is an index between 0 and the return value of region_get_connections_count().


Vector3 region_get_connection_pathway_start(region: RID, connection: int) const 🔗

Returns the starting point of a connection door. connection is an index between 0 and the return value of region_get_connections_count().


int region_get_connections_count(region: RID) const 🔗

Returns how many connections this region has with other regions in the map.


bool region_get_enabled(region: RID) const 🔗

Returns true if the specified region is enabled.


float region_get_enter_cost(region: RID) const 🔗

Returns the enter cost of this region.


RID region_get_map(region: RID) const 🔗

Returns the navigation map RID the requested region is currently assigned to.


int region_get_navigation_layers(region: RID) const 🔗

Returns the region's navigation layers.


int region_get_owner_id(region: RID) const 🔗

Returns the ObjectID of the object which manages this region.


Vector3 region_get_random_point(region: RID, navigation_layers: int, uniformly: bool) const 🔗

Returns a random position picked from all region polygons with matching navigation_layers.

If uniformly is true, all region polygons and faces are weighted by their surface area (slower).

If uniformly is false, just a random polygon and face is picked (faster).


Transform3D region_get_transform(region: RID) const 🔗

Returns the global transformation of this region.


float region_get_travel_cost(region: RID) const 🔗

Returns the travel cost of this region.


bool region_get_use_edge_connections(region: RID) const 🔗

Returns true if the navigation region is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


bool region_owns_point(region: RID, point: Vector3) const 🔗

Returns true if the provided point in world space is currently owned by the provided navigation region. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.

If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.

Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.


void region_set_enabled(region: RID, enabled: bool) 🔗

If enabled is true, the specified region will contribute to its current navigation map.


void region_set_enter_cost(region: RID, enter_cost: float) 🔗

Sets the enter_cost for this region.


void region_set_map(region: RID, map: RID) 🔗

Sets the map for the region.


void region_set_navigation_layers(region: RID, navigation_layers: int) 🔗

Set the region's navigation layers. This allows selecting regions from a path request (when using map_get_path()).


void region_set_navigation_mesh(region: RID, navigation_mesh: NavigationMesh) 🔗

Sets the navigation mesh for the region.


void region_set_owner_id(region: RID, owner_id: int) 🔗

Set the ObjectID of the object which manages this region.


void region_set_transform(region: RID, transform: Transform3D) 🔗

Sets the global transformation for the region.


void region_set_travel_cost(region: RID, travel_cost: float) 🔗

Sets the travel_cost for this region.


void region_set_use_edge_connections(region: RID, enabled: bool) 🔗

If enabled is true, the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


void set_active(active: bool) 🔗

Control activation of this server.


void set_debug_enabled(enabled: bool) 🔗

If true enables debug mode on the NavigationServer.


PackedVector3Array simplify_path(path: PackedVector3Array, epsilon: float) 🔗

Returns a simplified version of path with less critical path points removed. The simplification amount is in worlds units and controlled by epsilon. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.

Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".


RID source_geometry_parser_create() 🔗

Creates a new source geometry parser. If a Callable is set for the parser with source_geometry_parser_set_callback() the callback will be called for every single node that gets parsed whenever parse_source_geometry_data() is used.


void source_geometry_parser_set_callback(parser: RID, callback: Callable) 🔗

Sets the callback Callable for the specific source geometry parser. The Callable will receive a call with the following parameters:

  • navigation_mesh - The NavigationMesh reference used to define the parse settings. Do NOT edit or add directly to the navigation mesh.

  • source_geometry_data - The NavigationMeshSourceGeometryData3D reference. Add custom source geometry for navigation mesh baking to this object.

  • node - The Node that is parsed.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0).

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