Object

Inherited By: ARVRPositionalTracker, ARVRServer, AudioServer, CameraServer, ClassDB, EditorFileSystemDirectory, EditorNavigationMeshGenerator, EditorSelection, Engine, Geometry, GodotSharp, IP, Input, InputMap, JSON, JavaScript, MainLoop, Node, OS, Performance, Physics2DDirectBodyState, Physics2DDirectSpaceState, Physics2DServer, PhysicsDirectBodyState, PhysicsDirectSpaceState, PhysicsServer, ProjectSettings, Reference, ResourceLoader, ResourceSaver, TranslationServer, TreeItem, UndoRedo, VisualScriptEditor, VisualServer

Category: Core

Brief Description

Base class for all non built-in types.

Methods

Variant _get ( String property ) virtual
Array _get_property_list ( ) virtual
void _init ( ) virtual
void _notification ( int what ) virtual
bool _set ( String property, Variant value ) virtual
String _to_string ( ) virtual
void add_user_signal ( String signal, Array arguments=[ ] )
Variant call ( String method, ... ) vararg
Variant call_deferred ( String method, ... ) vararg
Variant callv ( String method, Array arg_array )
bool can_translate_messages ( ) const
Error connect ( String signal, Object target, String method, Array binds=[ ], int flags=0 )
void disconnect ( String signal, Object target, String method )
Variant emit_signal ( String signal, ... ) vararg
void free ( )
Variant get ( String property ) const
String get_class ( ) const
Array get_incoming_connections ( ) const
Variant get_indexed ( NodePath property ) const
int get_instance_id ( ) const
Variant get_meta ( String name ) const
PoolStringArray get_meta_list ( ) const
Array get_method_list ( ) const
Array get_property_list ( ) const
Reference get_script ( ) const
Array get_signal_connection_list ( String signal ) const
Array get_signal_list ( ) const
bool has_meta ( String name ) const
bool has_method ( String method ) const
bool has_user_signal ( String signal ) const
bool is_blocking_signals ( ) const
bool is_class ( String type ) const
bool is_connected ( String signal, Object target, String method ) const
bool is_queued_for_deletion ( ) const
void notification ( int what, bool reversed=false )
void property_list_changed_notify ( )
void remove_meta ( String name )
void set ( String property, Variant value )
void set_block_signals ( bool enable )
void set_deferred ( String property, Variant value )
void set_indexed ( NodePath property, Variant value )
void set_message_translation ( bool enable )
void set_meta ( String name, Variant value )
void set_script ( Reference script )
String to_string ( )
String tr ( String message ) const

Signals

  • script_changed ( )

Emitted whenever the script of the Object is changed.

Enumerations

enum ConnectFlags:

  • CONNECT_DEFERRED = 1 --- Connect a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
  • CONNECT_PERSIST = 2 --- Persisting connections are saved when the object is serialized to file.
  • CONNECT_ONESHOT = 4 --- One shot connections disconnect themselves after emission.
  • CONNECT_REFERENCE_COUNTED = 8

Constants

  • NOTIFICATION_POSTINITIALIZE = 0 --- Called right when the object is initialized. Not available in script.
  • NOTIFICATION_PREDELETE = 1 --- Called before the object is about to be deleted.

Description

Every class which is not a built-in type inherits from this class.

You can construct Objects from scripting languages, using Object.new() in GDScript, new Object in C#, or the "Construct Object" node in VisualScript.

Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the free method from your script or delete the instance from C++.

Some classes that extend Object add memory management. This is the case of Reference, which counts references and deletes itself automatically when no longer referenced. Node, another fundamental type, deletes all its children when freed from memory.

Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in _get_property_list and handled in _get and _set. However, scripting languages and C++ have simpler means to export them.

Objects also receive notifications. Notifications are a simple way to notify the object about simple events, so they can all be handled together. See _notification.

Method Descriptions

Returns the given property. Returns null if the property does not exist.

  • Array _get_property_list ( ) virtual

Returns the object's property list as an Array of dictionaries. Dictionaries must contain: name:String, type:int (see TYPE_* enum in @GlobalScope) and optionally: hint:int (see PROPERTY_HINT_* in @GlobalScope), hint_string:String, usage:int (see PROPERTY_USAGE_* in @GlobalScope).

  • void _init ( ) virtual

The virtual method called upon initialization.

  • void _notification ( int what ) virtual

Notify the object internally using an ID.

Sets a property. Returns true if the property exists.

  • String _to_string ( ) virtual

Returns a String representing the object. Default is "[ClassName:RID]".

Override this method to customize the String representation of the object when it's being converted to a string, for example: print(obj).

  • void add_user_signal ( String signal, Array arguments=[ ] )

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing "name" and "type" (from @GlobalScope TYPE_*).

Calls the method on the object and returns a result. Pass parameters as a comma separated list.

Calls the method on the object during idle time and returns a result. Pass parameters as a comma separated list.

Calls the method on the object and returns a result. Pass parameters as an Array.

  • bool can_translate_messages ( ) const

Returns true if the object can translate strings.

Connects a signal to a method on a target object. Pass optional binds to the call. Use flags to set deferred or one shot connections. See CONNECT_* constants.

A signal can only be connected once to a method. It will throw an error if already connected. To avoid this, first, use is_connected to check for existing connections.

If the target is destroyed in the game's lifecycle, the connection will be lost.

Disconnects a signal from a method on the given target.

If you try to disconnect a connection that does not exist, the method will throw an error. Use is_connected to ensure that the connection exists.

Emits the given signal.

  • void free ( )

Deletes the object from memory.

Returns a Variant for a property.

Returns the object's class as a String.

  • Array get_incoming_connections ( ) const

Returns an Array of dictionaries with information about signals that are connected to the object.

Inside each Dictionary there are 3 fields:

  • "source" is a reference to signal emitter.
  • "signal_name" is name of connected signal.
  • "method_name" is a name of method to which signal is connected.

Get indexed object property by String.

Property indices get accessed with colon separation, for example: position:x

  • int get_instance_id ( ) const

Returns the object's unique instance ID.

Returns the object's metadata for the given name.

Returns the object's metadata as a PoolStringArray.

  • Array get_method_list ( ) const

Returns the object's methods and their signatures as an Array.

  • Array get_property_list ( ) const

Returns the list of properties as an Array of dictionaries. Dictionaries contain: name:String, type:int (see TYPE_* enum in @GlobalScope) and optionally: hint:int (see PROPERTY_HINT_* in @GlobalScope), hint_string:String, usage:int (see PROPERTY_USAGE_* in @GlobalScope).

Returns the object's Script or null if one doesn't exist.

  • Array get_signal_connection_list ( String signal ) const

Returns an Array of connections for the given signal.

  • Array get_signal_list ( ) const

Returns the list of signals as an Array of dictionaries.

Returns true if a metadata is found with the given name.

Returns true if the object contains the given method.

Returns true if the given user-defined signal exists.

  • bool is_blocking_signals ( ) const

Returns true if signal emission blocking is enabled.

Returns true if the object inherits from the given type.

Returns true if a connection exists for a given signal, target, and method.

  • bool is_queued_for_deletion ( ) const

Returns true if the queue_free method was called for the object.

  • void notification ( int what, bool reversed=false )

Notify the object of something.

  • void property_list_changed_notify ( )
  • void remove_meta ( String name )

Set property into the object.

  • void set_block_signals ( bool enable )

If set to true, signal emission is blocked.

  • void set_message_translation ( bool enable )

Define whether the object can translate strings (with calls to tr). Default is true.

Set a metadata into the object. Metadata is serialized. Metadata can be anything.

Set a script into the object, scripts extend the object functionality.

Returns a String representing the object. Default is "[ClassName:RID]".

Override the method _to_string to customize the String representation.

Translate a message. Only works if message translation is enabled (which it is by default). See set_message_translation.