Base class for all scene objects.
    public class Node : Object

Nodes are Godot’s building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.

A tree of nodes is called a scene. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. Nodes can also optionally be added to groups. This makes it possible to access a number of nodes from code (an “enemies” group, for example) to perform grouped actions.

Scene tree: The SceneTree contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its _EnterTree() callback is triggered. Child nodes are always added after their parent node, i.e. the _EnterTree() callback of a parent node will be triggered before its child’s.

Once all nodes have been added in the scene tree, they receive the NOTIFICATION_READY notification and their respective _Ready() callbacks are triggered. For groups of nodes, the _Ready() callback is called in reverse order, starting with the children and moving up to the parent nodes.

This means that when adding a node to the scene tree, the following order will be used for the callbacks: _EnterTree() of the parent, _EnterTree() of the children, _Ready() of the children and finally _Ready() of the parent (recursively for the entire scene tree).

Processing: Nodes can override the “process” state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback _Process(float), toggled with SetProcess(bool)) happens as fast as possible and is dependent on the frame rate, so the processing time delta is passed as an argument. Physics processing (callback _PhysicsProcess(float), toggled with SetPhysicsProcess(bool)) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.

Nodes can also process input events. When present, the _Input(Godot.InputEvent) function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the _UnhandledInput(Godot.InputEvent) function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI Control nodes), ensuring that the node only receives the events that were meant for it.

To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an “owner” can be set for the node with Owner.set. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.

Finally, when a node is freed with [method free] or QueueFree(), it will also free all its children.

Groups: Nodes can be added to as many groups as you want to be easy to manage, you could create groups like “enemies” or “collectables” for example, depending on your game. See AddToGroup(string, bool), IsInGroup(string) and RemoveFromGroup(string). You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on SceneTree.

Networking with nodes: After connecting to a server (or making one, see NetworkedMultiplayerENet) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling Rpc(string, params object[]) with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its NodePath (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.

Inheritance Chain

Derived Classes

Static Fields

    public const Int32 NotificationDragBegin = 21

    public const Int32 NotificationDragEnd = 22

    public const Int32 NotificationEnterTree = 10

    public const Int32 NotificationExitTree = 11

    public const Int32 NotificationInstanced = 20

    public const Int32 NotificationInternalPhysicsProcess = 26

    public const Int32 NotificationInternalProcess = 25

    public const Int32 NotificationMovedInParent = 12

    public const Int32 NotificationParented = 18

    public const Int32 NotificationPathChanged = 23

    public const Int32 NotificationPaused = 14

    public const Int32 NotificationPhysicsProcess = 16

    public const Int32 NotificationProcess = 17

    public const Int32 NotificationReady = 13

    public const Int32 NotificationTranslationChanged = 24

    public const Int32 NotificationUnparented = 19

    public const Int32 NotificationUnpaused = 15

Constructors

    public Node()

Signals

    "renamed" ()

Emitted when the node is renamed.

    "tree_entered" ()

Emitted when the node enters the tree.

    "tree_exited" ()

Emitted after the node exits the tree and is no longer active.

    "tree_exiting" ()

Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a “destructor”, if you will).

Properties

    public NodePath _ImportPath { get; set; }

    public bool Editor__displayFolded { get; set; }

    public string Filename { get; set; }

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

    public string Name { get; set; }

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed

    public  Owner { get; set; }

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene) all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

    public PauseModeEnum PauseMode { get; set; }

Pause mode. How the node will behave if the SceneTree is paused.

Methods

    public virtual void _EnterTree()

Called when the node enters the SceneTree (e.g. upon instancing, scene changing, or after calling AddChild(Godot.Node, bool) in a script). If the node has children, its _EnterTree() callback will be called first, and then that of the children.

Corresponds to the NOTIFICATION_ENTER_TREE notification in Object._Notification(int).

    public virtual void _ExitTree()

Called when the node is about to leave the SceneTree (e.g. upon freeing, scene changing, or after calling RemoveChild(Godot.Node) in a script). If the node has children, its _ExitTree() callback will be called last, after all its children have left the tree.

Corresponds to the NOTIFICATION_EXIT_TREE notification in Object._Notification(int) and signal tree_exiting. To get notified when the node has already left the active tree, connect to the tree_exited

    public virtual void _Input(InputEvent @event)

Called when there is an input event. The input event propagates through the node tree until a node consumes it.

It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcessInput(bool).

To consume the input event and stop it propagating further to other nodes, SceneTree.SetInputAsHandled() can be called.

For gameplay input, _UnhandledInput(Godot.InputEvent) and _UnhandledKeyInput(Godot.InputEventKey) are usually a better fit as they allow the GUI to intercept the events first.

    public virtual void _PhysicsProcess(float delta)

Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the delta variable should be constant.

It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetPhysicsProcess(bool).

Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in Object._Notification(int).

    public virtual void _Process(float delta)

Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the delta time since the previous frame is not constant.

It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcess(bool).

Corresponds to the NOTIFICATION_PROCESS notification in Object._Notification(int).

    public virtual void _Ready()

Called when the node is “ready”, i.e. when both the node and its children have entered the scene tree. If the node has children, their _Ready() callbacks get triggered first, and the parent node will receive the ready notification afterwards.

Corresponds to the NOTIFICATION_READY notification in Object._Notification(int). See also the onready keyword for variables.

Usually used for initialization. For even earlier initialization, Object._Init() may be used. Also see _EnterTree().

    public virtual void _UnhandledInput(InputEvent @event)

Propagated to all nodes when the previous InputEvent is not consumed by any nodes.

It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcessUnhandledInput(bool).

To consume the input event and stop it propagating further to other nodes, SceneTree.SetInputAsHandled() can be called.

For gameplay input, this and _UnhandledKeyInput(Godot.InputEventKey) are usually a better fit than _Input(Godot.InputEvent) as they allow the GUI to intercept the events first.

    public virtual void _UnhandledKeyInput(InputEventKey @event)

Propagated to all nodes when the previous InputEventKey is not consumed by any nodes.

It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcessUnhandledKeyInput(bool).

To consume the input event and stop it propagating further to other nodes, SceneTree.SetInputAsHandled() can be called.

For gameplay input, this and _UnhandledInput(Godot.InputEvent) are usually a better fit than _Input(Godot.InputEvent) as they allow the GUI to intercept the events first.

    public void AddChild(Node node, bool legibleUniqueName = false)

Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.

Setting “legible_unique_name” true creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.

    public void AddChildBelowNode(Node node, Node childNode, bool legibleUniqueName = false)

Adds a child node. The child is placed below the given node in the list of children.

Setting “legible_unique_name” true creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.

    public void AddToGroup(string group, bool persistent = false)

Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see IsInsideTree()). See notes in the description, and the group methods in SceneTree.

    public bool CanProcess()

Returns true if the node can process while the scene tree is paused (see PauseMode.set). Always returns true if the scene tree is not paused, and false if the node is not in the tree. FIXME: Why FAIL_COND?

    public Node Duplicate(int flags = 15)

Duplicates the node, returning a new node.

You can fine-tune the behavior using the flags. See DUPLICATE_* constants.

    public Node FindNode(string mask, bool recursive = true, bool owned = true)

Finds a descendant of this node whose name matches mask as in StringExtensions.Match(string, string) (i.e. case sensitive, but ‘*’ matches zero or more characters and ‘?’ matches any single character except ‘.’). Note that it does not match against the full path, just against individual node names.

    public Node GetChild(int idx)

Returns a child node by its index (see GetChildCount()). This method is often used for iterating all children of a node.

    public int GetChildCount()

Returns the number of child nodes.

    public object[] GetChildren()

Returns an array of references to node’s children.

    public string GetFilename()

Getter for Filename

    public object[] GetGroups()

Returns an array listing the groups that the node is a member of.

    public int GetIndex()

Returns the node’s index, i.e. its position among the siblings of its parent.

    public string GetName()

Getter for Name

    public int GetNetworkMaster()

Returns the peer ID of the network master for this node. See SetNetworkMaster(int, bool).

    public Node GetNode(NodePath path)

Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance is returned and attempts to access it will result in an “Attempt to call on a null instance." error.

Note: fetching absolute paths only works when the node is inside the scene tree (see IsInsideTree()).

Example: Assume your current node is Character and the following tree:

[codeblock]

/root

/root/Character

/root/Character/Sword

/root/Character/Backpack/Dagger

/root/MyGame

/root/Swamp/Alligator

/root/Swamp/Mosquito

/root/Swamp/Goblin

[/codeblock]

Possible paths are:

[codeblock]

get_node(“Sword”)

get_node(“Backpack/Dagger”)

get_node(“../Swamp/Alligator”)

get_node(“/root/MyGame”)

[/codeblock]

    public object[] GetNodeAndResource(NodePath path)

    public Node GetOwner()

Getter for Owner

    public Node GetParent()

Returns the parent node of the current node, or an empty Node if the node lacks a parent.

    public NodePath GetPath()

Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see IsInsideTree()).

    public NodePath GetPathTo(Node node)

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.

    public PauseModeEnum GetPauseMode()

Getter for PauseMode

    public float GetPhysicsProcessDeltaTime()

Returns the time elapsed since the last physics-bound frame (see _PhysicsProcess(float)). This is always a constant value in physics processing unless the frames per second is changed in OS.

    public int GetPositionInParent()

Returns the node’s order in the scene tree branch. For example, if called on the first child node the position is 0.

    public float GetProcessDeltaTime()

Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.

    public bool GetSceneInstanceLoadPlaceholder()

Returns true if this is an instance load placeholder. See InstancePlaceholder.

    public SceneTree GetTree()

Returns the SceneTree that contains this node.

    public Viewport GetViewport()

Returns the node’s Viewport.

    public bool HasNode(NodePath path)

Returns true if the node that the NodePath points to exists.

    public bool HasNodeAndResource(NodePath path)

    public bool IsAParentOf(Node node)

Returns true if the given node is a direct or indirect child of the current node.

    public bool IsDisplayedFolded()

Returns true if the node is folded (collapsed) in the Scene dock.

    public bool IsGreaterThan(Node node)

Returns true if the given node occurs later in the scene hierarchy than the current node.

    public bool IsInGroup(string group)

Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.

    public bool IsInsideTree()

Returns true if this node is currently inside a SceneTree.

    public bool IsNetworkMaster()

Returns true if the local system is the master of this node.

    public bool IsPhysicsProcessing()

Returns true if physics processing is enabled (see SetPhysicsProcess(bool)).

    public bool IsPhysicsProcessingInternal()

Returns true if internal physics processing is enabled (see SetPhysicsProcessInternal(bool)).

    public bool IsProcessing()

Returns true if processing is enabled (see SetProcess(bool)).

    public bool IsProcessingInput()

Returns true if the node is processing input (see SetProcessInput(bool)).

    public bool IsProcessingInternal()

Returns true if internal processing is enabled (see SetProcessInternal(bool)).

    public bool IsProcessingUnhandledInput()

Returns true if the node is processing unhandled input (see SetProcessUnhandledInput(bool)).

    public bool IsProcessingUnhandledKeyInput()

Returns true if the node is processing unhandled key input (see SetProcessUnhandledKeyInput(bool)).

    public void MoveChild(Node childNode, int toPosition)

Moves a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.

    public void PrintStrayNodes()

Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.

    public void PrintTree()

Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the GetNode(Godot.NodePath) function. Example output:

[codeblock]

TheGame

TheGame/Menu

TheGame/Menu/Label

TheGame/Menu/Camera2D

TheGame/SplashScreen

TheGame/SplashScreen/Camera2D

[/codeblock]

    public void PrintTreePretty()

Similar to PrintTree(), this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:

[codeblock]

┖╴TheGame

┠╴Menu

┃ ┠╴Label

┃ ┖╴Camera2D

┖-SplashScreen

┖╴Camera2D

[/codeblock]

    public void PropagateCall(string method, object[] args = null, bool parentFirst = false)

Calls the given method (if present) with the arguments given in args on this node and recursively on all its children. If the parent_first argument is true then the method will be called on the current node first, then on all children. If it is false then the children will be called first.

    public void PropagateNotification(int what)

Notifies the current node and all its children recursively by calling notification() on all of them.

    public void QueueFree()

Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to Object.Free(). Use Object.IsQueuedForDeletion() to check whether a node will be deleted at the end of the frame.

    public void Raise()

Moves this node to the top of the array of nodes of the parent node. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree.

    public void RemoveAndSkip()

Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.

    public void RemoveChild(Node node)

Removes a child node. The node is NOT deleted and must be deleted manually.

    public void RemoveFromGroup(string group)

Removes a node from a group. See notes in the description, and the group methods in SceneTree.

    public void ReplaceBy(Node node, bool keepData = false)

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.

    public void RequestReady()

Requests that _ready be called again.

    public object Rpc(string method, params object[] args)

    public void RpcConfig(string method, RPCMode mode)

Changes the RPC mode for the given method to the given mode. See RPCMode. An alternative is annotating methods and properties with the corresponding keywords (remote, sync, master, slave). By default, methods are not exposed to networking (and RPCs). Also see Rset(string, object) and RsetConfig(string, Godot.Node.RPCMode) for properties.

    public object RpcId(int peerId, string method, params object[] args)

    public object RpcUnreliable(string method, params object[] args)

    public object RpcUnreliableId(int peerId, string method, params object[] args)

    public void Rset(string property, object value)

Remotely changes a property’s value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see RsetConfig(string, Godot.Node.RPCMode). Also see Rpc(string, params object[]) for RPCs for methods, most information applies to this method as well.

    public void RsetConfig(string property, RPCMode mode)

Changes the RPC mode for the given property to the given mode. See RPCMode. An alternative is annotating methods and properties with the corresponding keywords (remote, sync, master, slave). By default, properties are not exposed to networking (and RPCs). Also see Rpc(string, params object[]) and RpcConfig(string, Godot.Node.RPCMode) for methods.

    public void RsetId(int peerId, string property, object value)

Remotely changes the property’s value on a specific peer identified by peerId.

    public void RsetUnreliable(string property, object value)

Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.

    public void RsetUnreliableId(int peerId, string property, object value)

Remotely changes property’s value on a specific peer identified by peerId using an unreliable protocol.

    public void SetDisplayFolded(bool fold)

Sets the folded state of the node in the Scene dock.

    public void SetFilename(string filename)

Setter for Filename

    public void SetName(string name)

Setter for Name

    public void SetNetworkMaster(int id, bool recursive = true)

Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and slave keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive, the given peer is recursively set as the master for all children of this node.

    public void SetOwner(Node owner)

Setter for Owner

    public void SetPauseMode(PauseModeEnum mode)

Setter for PauseMode

    public void SetPhysicsProcess(bool enable)

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see OS to change) interval (and the _PhysicsProcess(float) callback will be called if exists). Enabled automatically if _PhysicsProcess(float) is overridden. Any calls to this before _Ready() will be ignored.

    public void SetPhysicsProcessInternal(bool enable)

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method]_physics_process` calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (SetPhysicsProcess(bool)). Only useful for advanced uses to manipulate built-in nodes behaviour.

    public void SetProcess(bool enable)

Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the _Process(float) callback will be called if exists). Enabled automatically if _Process(float) is overridden. Any calls to this before _Ready() will be ignored.

    public void SetProcessInput(bool enable)

Enables or disables input processing. This is not required for GUI controls! Enabled automatically if _Input(Godot.InputEvent) is overridden. Any calls to this before _Ready() will be ignored.

    public void SetProcessInternal(bool enable)

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method]_process` calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (SetProcess(bool)). Only useful for advanced uses to manipulate built-in nodes behaviour.

    public void SetProcessUnhandledInput(bool enable)

Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if _UnhandledInput(Godot.InputEvent) is overridden. Any calls to this before _Ready() will be ignored.

    public void SetProcessUnhandledKeyInput(bool enable)

Enables unhandled key input processing. Enabled automatically if _UnhandledKeyInput(Godot.InputEventKey) is overridden. Any calls to this before _Ready() will be ignored.

    public void SetSceneInstanceLoadPlaceholder(bool loadPlaceholder)

Sets whether this is an instance load placeholder. See InstancePlaceholder.

Inner Types

DuplicateFlags

Name Value Description
Signals 1 Duplicate the node’s signals.
Groups 2 Duplicate the node’s groups.
Scripts 4 Duplicate the node’s scripts.
UseInstancing 8 Duplicate using instancing.

PauseModeEnum

Name Value Description
Inherit 0 Inherits pause mode from the node’s parent. For the root node, it is equivalent to PAUSE_MODE_STOP. Default.
Stop 1 Stop processing when the [SceneTree] is paused.
Process 2 Continue to process regardless of the [SceneTree] pause state.

RPCMode

Name Value Description
Disabled 0 Used with [method rpc_config] or [method rset_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
Remote 1 Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword.
Sync 2 Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed both on the remote end and locally. Analogous to the [code]sync[/code] keyword.
Master 3 Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. See [method set_network_master].
Slave 4 Used with [method rpc_config] or [method rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. See [method set_network_master].
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