Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.


A pre-parsed scene tree path.


A pre-parsed relative or absolute path in a scene tree, for use with Node.get_node and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For example, "Path2D/PathFollow2D/Sprite2D:texture:size" would refer to the size property of the texture resource on the node named "Sprite2D", which is a child of the other named nodes in the path.

You will usually just pass a string to Node.get_node and it will be automatically converted, but you may occasionally want to parse a path ahead of time with NodePath or the literal syntax ^"path". Exporting a NodePath variable will give you a node selection widget in the properties panel of the editor, which can often be useful.

A NodePath is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.

Some examples of NodePaths include the following:

# No leading slash means it is relative to the current node.
^"A" # Immediate child A
^"A/B" # A's child B
^"." # The current node.
^".." # The parent node.
^"../C" # A sibling node C.
^"../.." # The grandparent node.
# A leading slash means it is absolute from the SceneTree.
^"/root" # Equivalent to get_tree().get_root().
^"/root/Main" # If your main scene's root node were named "Main".
^"/root/MyAutoload" # If you have an autoloaded node or scene.

See also StringName, which is a similar concept for general-purpose string interning.

Note: In the editor, NodePath properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.

Note: In a boolean context, a NodePath will evaluate to false if it is empty (NodePath("")). Otherwise, a NodePath will always evaluate to true.


There are notable differences when using this API with C#. See C# API differences to GDScript for more information.




NodePath ( )


NodePath ( NodePath from )


NodePath ( String from )



get_as_property_path ( ) const


get_concatenated_names ( ) const


get_concatenated_subnames ( ) const


get_name ( int idx ) const


get_name_count ( ) const


get_subname ( int idx ) const


get_subname_count ( ) const


hash ( ) const


is_absolute ( ) const


is_empty ( ) const



operator != ( NodePath right )


operator == ( NodePath right )

Constructor Descriptions

NodePath NodePath ( )

Constructs an empty NodePath.

NodePath NodePath ( NodePath from )

Constructs a NodePath as a copy of the given NodePath. NodePath("example") is equivalent to ^"example".

NodePath NodePath ( String from )

Creates a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite2D:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, "." and ".." indicate the current node and its parent.

The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.

Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):

# Points to the Sprite2D node.
# Points to the Sprite2D node and its "texture" resource.
# get_node() would retrieve "Sprite2D", while get_node_and_resource()
# would retrieve both the Sprite2D node and the "texture" resource.
# Points to the Sprite2D node and its "position" property.
# Points to the Sprite2D node and the "x" component of its "position" property.
# Absolute path (from "root")