Up to date
This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
SceneTree¶
Manages the game loop via a hierarchy of nodes.
Description¶
As one of the most important classes, the SceneTree manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.
You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
SceneTree is the default MainLoop implementation used by scenes, and is thus in charge of the game loop.
Tutorials¶
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
||
Methods¶
void |
call_group ( StringName group, StringName method, ... ) vararg |
void |
call_group_flags ( int flags, StringName group, StringName method, ... ) vararg |
change_scene_to_file ( String path ) |
|
change_scene_to_packed ( PackedScene packed_scene ) |
|
create_timer ( float time_sec, bool process_always=true, bool process_in_physics=false, bool ignore_time_scale=false ) |
|
create_tween ( ) |
|
get_first_node_in_group ( StringName group ) |
|
get_frame ( ) const |
|
get_multiplayer ( NodePath for_path=NodePath("") ) const |
|
get_node_count ( ) const |
|
get_nodes_in_group ( StringName group ) |
|
has_group ( StringName name ) const |
|
void |
notify_group ( StringName group, int notification ) |
void |
notify_group_flags ( int call_flags, StringName group, int notification ) |
void |
queue_delete ( Object obj ) |
void |
|
void |
set_group ( StringName group, String property, Variant value ) |
void |
set_group_flags ( int call_flags, StringName group, String property, Variant value ) |
void |
set_multiplayer ( MultiplayerAPI multiplayer, NodePath root_path=NodePath("") ) |
void |
Signals¶
node_added ( Node node )
Emitted whenever a node is added to the SceneTree.
node_configuration_warning_changed ( Node node )
Emitted when a node's configuration changed. Only emitted in tool
mode.
node_removed ( Node node )
Emitted whenever a node is removed from the SceneTree.
node_renamed ( Node node )
Emitted whenever a node is renamed.
physics_frame ( )
Emitted immediately before Node._physics_process is called on every node in the SceneTree.
process_frame ( )
Emitted immediately before Node._process is called on every node in the SceneTree.
tree_changed ( )
Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.).
tree_process_mode_changed ( )
This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's Node.process_mode is changed.
Enumerations¶
enum GroupCallFlags:
GroupCallFlags GROUP_CALL_DEFAULT = 0
Call a group with no flags (default).
GroupCallFlags GROUP_CALL_REVERSE = 1
Call a group in reverse scene order.
GroupCallFlags GROUP_CALL_DEFERRED = 2
Call a group at the end of the current frame (process or physics).
GroupCallFlags GROUP_CALL_UNIQUE = 4
Call a group only once even if the call is executed many times.
Note: Arguments are not taken into account when deciding whether the call is unique or not. Therefore when the same method is called with different arguments, only the first call will be performed.
Property Descriptions¶
bool auto_accept_quit = true
If true
, the application automatically accepts quitting requests.
For mobile platforms, see quit_on_go_back.
Node current_scene
Returns the root node of the currently running scene, regardless of its structure.
Warning: Setting this directly might not work as expected, and will not add or remove any nodes from the tree, consider using change_scene_to_file or change_scene_to_packed instead.
bool debug_collisions_hint = false
If true
, collision shapes will be visible when running the game from the editor for debugging purposes.
Note: This property is not designed to be changed at run-time. Changing the value of debug_collisions_hint while the project is running will not have the desired effect.
If true
, navigation polygons will be visible when running the game from the editor for debugging purposes.
Note: This property is not designed to be changed at run-time. Changing the value of debug_navigation_hint while the project is running will not have the desired effect.
bool debug_paths_hint = false
If true
, curves from Path2D and Path3D nodes will be visible when running the game from the editor for debugging purposes.
Note: This property is not designed to be changed at run-time. Changing the value of debug_paths_hint while the project is running will not have the desired effect.
Node edited_scene_root
The root of the edited scene.
bool multiplayer_poll = true
If true
(default value), enables automatic polling of the MultiplayerAPI for this SceneTree during process_frame.
If false
, you need to manually call MultiplayerAPI.poll to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the MultiplayerAPI from threads.
bool paused = false
If true
, the SceneTree is paused. Doing so will have the following behavior:
2D and 3D physics will be stopped. This includes signals and collision detection.
Node._process, Node._physics_process and Node._input will not be called anymore in nodes.
bool quit_on_go_back = true
If true
, the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
To handle 'Go Back' button when this option is disabled, use DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST.
Window root
Window get_root ( )
The SceneTree's root Window.
Method Descriptions¶
void call_group ( StringName group, StringName method, ... ) vararg
Calls method
on each member of the given group. You can pass arguments to method
by specifying them at the end of the method call. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.
Note: call_group will call methods immediately on all members at once, which can cause stuttering if an expensive method is called on lots of members.
void call_group_flags ( int flags, StringName group, StringName method, ... ) vararg
Calls method
on each member of the given group, respecting the given GroupCallFlags. You can pass arguments to method
by specifying them at the end of the method call. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.
# Call the method in a deferred manner and in reverse order.
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE)
Note: Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to call_group. However, if the GROUP_CALL_DEFERRED flag is present in the flags
argument, methods will be called at the end of the frame in a way similar to Object.set_deferred.
Error change_scene_to_file ( String path )
Changes the running scene to the one at the given path
, after loading it into a PackedScene and creating a new instance.
Returns @GlobalScope.OK on success, @GlobalScope.ERR_CANT_OPEN if the path
cannot be loaded into a PackedScene, or @GlobalScope.ERR_CANT_CREATE if that scene cannot be instantiated.
Note: See change_scene_to_packed for details on the order of operations.
Error change_scene_to_packed ( PackedScene packed_scene )
Changes the running scene to a new instance of the given PackedScene (which must be valid).
Returns @GlobalScope.OK on success, @GlobalScope.ERR_CANT_CREATE if the scene cannot be instantiated, or @GlobalScope.ERR_INVALID_PARAMETER if the scene is invalid.
Note: Operations happen in the following order when change_scene_to_packed is called:
The current scene node is immediately removed from the tree. From that point, Node.get_tree called on the current (outgoing) scene will return
null
. current_scene will benull
, too, because the new scene is not available yet.At the end of the frame, the formerly current scene, already removed from the tree, will be deleted (freed from memory) and then the new scene will be instantiated and added to the tree. Node.get_tree and current_scene will be back to working as usual.
This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to Node.queue_free.
SceneTreeTimer create_timer ( float time_sec, bool process_always=true, bool process_in_physics=false, bool