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Node3D¶
Inherited By: AudioListener3D, AudioStreamPlayer3D, BoneAttachment3D, Camera3D, CollisionObject3D, CollisionPolygon3D, CollisionShape3D, GridMap, ImporterMeshInstance3D, Joint3D, LightmapProbe, Marker3D, NavigationLink3D, NavigationObstacle3D, NavigationRegion3D, OccluderInstance3D, OpenXRHand, Path3D, PathFollow3D, RayCast3D, RemoteTransform3D, ShapeCast3D, Skeleton3D, SpringArm3D, VehicleWheel3D, VisualInstance3D, XRNode3D, XROrigin3D
Most basic 3D game object, parent of all 3D-related nodes.
Description¶
Most basic 3D game object, with a Transform3D and visibility settings. All other 3D game objects inherit from Node3D. Use Node3D as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Node3D object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the Node3D's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Node3D object itself is referred to as object-local coordinate system.
Note: Unless otherwise specified, all methods that have angle parameters must have angles specified as radians. To convert degrees to radians, use @GlobalScope.deg_to_rad.
Note: Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4.
Tutorials¶
Properties¶
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Methods¶
void |
add_gizmo ( Node3DGizmo gizmo ) |
void |
clear_gizmos ( ) |
void |
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void |
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get_gizmos ( ) const |
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get_parent_node_3d ( ) const |
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get_world_3d ( ) const |
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void |
global_rotate ( Vector3 axis, float angle ) |
void |
global_scale ( Vector3 scale ) |
void |
global_translate ( Vector3 offset )< |