Struct SceneTree
pub struct SceneTree { /* private fields */ }Expand description
Godot class SceneTree.
Inherits MainLoop.
Related symbols:
scene_tree: sidecar module with related enum/flag typesISceneTree: virtual methodsSignalsOfSceneTree: signal collection
See also Godot docs for SceneTree.
§Construction
This class is manually managed. You can create a new instance using SceneTree::new_alloc().
Do not forget to call free() or hand over ownership to Godot.
§Godot docs
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, fetched 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 added to 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 nodes belonging to any given group.
SceneTree is the default MainLoop implementation used by the engine, and is thus in charge of the game loop.
Implementations§
§impl SceneTree
impl SceneTree
pub fn call_group_flags( &mut self, flags: GroupCallFlags, group: impl AsArg<StringName>, method: impl AsArg<StringName>, varargs: &[Variant], )
pub fn set_group_flags( &mut self, call_flags: GroupCallFlags, group: impl AsArg<StringName>, property: impl AsArg<GString>, value: &Variant, )
pub fn notify_group(
&mut self,
group: impl AsArg<StringName>,
notification: NodeNotification,
)
pub fn notify_group( &mut self, group: impl AsArg<StringName>, notification: NodeNotification, )
Assumes notifications of Node. To relay those of derived constants, use NodeNotification::Unknown.
pub fn notify_group_flags(
&mut self,
call_flags: GroupCallFlags,
group: impl AsArg<StringName>,
notification: NodeNotification,
)
pub fn notify_group_flags( &mut self, call_flags: GroupCallFlags, group: impl AsArg<StringName>, notification: NodeNotification, )
Assumes notifications of Node. To relay those of derived constants, use NodeNotification::Unknown.
§impl SceneTree
impl SceneTree
pub fn get_root(&self) -> Option<Gd<Window>>
pub fn has_group(&self, name: impl AsArg<StringName>) -> bool
pub fn has_group(&self, name: impl AsArg<StringName>) -> bool
Returns true if a node added to the given group name exists in the tree.
pub fn is_accessibility_enabled(&self) -> bool
pub fn is_accessibility_enabled(&self) -> bool
Returns true if accessibility features are enabled, and accessibility information updates are actively processed.
pub fn is_accessibility_supported(&self) -> bool
pub fn is_accessibility_supported(&self) -> bool
Returns true if accessibility features are supported by the OS and enabled in project settings.
pub fn is_auto_accept_quit(&self) -> bool
pub fn set_auto_accept_quit(&mut self, enabled: bool)
pub fn is_quit_on_go_back(&self) -> bool
pub fn set_quit_on_go_back(&mut self, enabled: bool)
pub fn set_debug_collisions_hint(&mut self, enable: bool)
pub fn is_debugging_collisions_hint(&self) -> bool
pub fn set_debug_paths_hint(&mut self, enable: bool)
pub fn is_debugging_paths_hint(&self) -> bool
pub fn set_edited_scene_root(&mut self, scene: impl AsArg<Option<Gd<Node>>>)
pub fn get_edited_scene_root(&self) -> Option<Gd<Node>>
pub fn set_pause(&mut self, enable: bool)
pub fn is_paused(&self) -> bool
pub fn create_timer(&mut self, time_sec: f64) -> Gd<SceneTreeTimer>
pub fn create_timer(&mut self, time_sec: f64) -> Gd<SceneTreeTimer>
To set the default parameters, use create_timer_ex and its builder methods. See the book for detailed usage instructions.
Returns a new SceneTreeTimer. After time_sec in seconds have passed, the timer will emit SceneTreeTimer.timeout and will be automatically freed.
If process_always is false, the timer will be paused when setting [member SceneTree.paused] to true.
If process_in_physics is true, the timer will update at the end of the physics frame, instead of the process frame.
If ignore_time_scale is true, the timer will ignore [member Engine.time_scale] and update with the real, elapsed time.
This method is commonly used to create a one-shot delay timer, as in the following example:
func some_function():
print("start")
await get_tree().create_timer(1.0).timeout
print("end")Note: The timer is always updated after all of the nodes in the tree. A node’s process method would be called before the timer updates (or physics_process if process_in_physics is set to true).
pub fn create_timer_ex<'ex>(&'ex mut self, time_sec: f64) -> ExCreateTimer<'ex>
pub fn create_timer_ex<'ex>(&'ex mut self, time_sec: f64) -> ExCreateTimer<'ex>
Returns a new SceneTreeTimer. After time_sec in seconds have passed, the timer will emit SceneTreeTimer.timeout and will be automatically freed.
If process_always is false, the timer will be paused when setting [member SceneTree.paused] to true.
If process_in_physics is true, the timer will update at the end of the physics frame, instead of the process frame.
If ignore_time_scale is true, the timer will ignore [member Engine.time_scale] and update with the real, elapsed time.
This method is commonly used to create a one-shot delay timer, as in the following example:
func some_function():
print("start")
await get_tree().create_timer(1.0).timeout
print("end")Note: The timer is always updated after all of the nodes in the tree. A node’s process method would be called before the timer updates (or physics_process if process_in_physics is set to true).
pub fn create_tween(&mut self) -> Gd<Tween>
pub fn create_tween(&mut self) -> Gd<Tween>
Creates and returns a new Tween processed in this tree. The Tween will start automatically on the next process frame or physics frame (depending on its [enum Tween.TweenProcessMode]).
Note: A Tween created using this method is not bound to any Node. It may keep working until there is nothing left to animate. If you want the Tween to be automatically killed when the Node is freed, use create_tween or bind_node.
pub fn get_processed_tweens(&self) -> Array<Gd<Tween>>
pub fn get_processed_tweens(&self) -> Array<Gd<Tween>>
pub fn get_node_count(&self) -> i32
pub fn get_node_count(&self) -> i32
Returns the number of nodes inside this tree.
pub fn get_frame(&self) -> i64
pub fn get_frame(&self) -> i64
Returns how many physics process steps have been processed, since the application started. This is not a measurement of elapsed time. See also physics_frame. For the number of frames rendered, see get_process_frames.
pub fn quit(&mut self)
pub fn quit(&mut self)
To set the default parameters, use quit_ex and its builder methods. See the book for detailed usage instructions.
Quits the application at the end of the current iteration, with the given exit_code.
By convention, an exit code of 0 indicates success, whereas any other exit code indicates an error. For portability reasons, it should be between 0 and 125 (inclusive).
Note: On iOS this method doesn’t work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.
pub fn quit_ex<'ex>(&'ex mut self) -> ExQuit<'ex>
pub fn quit_ex<'ex>(&'ex mut self) -> ExQuit<'ex>
Quits the application at the end of the current iteration, with the given exit_code.
By convention, an exit code of 0 indicates success, whereas any other exit code indicates an error. For portability reasons, it should be between 0 and 125 (inclusive).
Note: On iOS this method doesn’t work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.
pub fn set_physics_interpolation_enabled(&mut self, enabled: bool)
pub fn is_physics_interpolation_enabled(&self) -> bool
pub fn queue_delete(&mut self, obj: impl AsArg<Gd<Object>>)
pub fn queue_delete(&mut self, obj: impl AsArg<Gd<Object>>)
Queues the given obj to be deleted, calling its free at the end of the current frame. This method is similar to queue_free.
pub fn call_group(
&mut self,
group: impl AsArg<StringName>,
method: impl AsArg<StringName>,
varargs: &[Variant],
)
pub fn call_group( &mut self, group: impl AsArg<StringName>, method: impl AsArg<StringName>, varargs: &[Variant], )
Calls method on each node inside this tree added to the given group. You can pass arguments to method by specifying them at the end of this method call. Nodes that cannot call method (either because the method doesn’t exist or the arguments do not match) are ignored. See also set_group and notify_group.
Note: This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_group(
&mut self,
group: impl AsArg<StringName>,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<(), CallError>
pub fn try_call_group( &mut self, group: impl AsArg<StringName>, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<(), CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_group(
&mut self,
group: impl AsArg<StringName>,
property: impl AsArg<GString>,
value: &Variant,
)
pub fn set_group( &mut self, group: impl AsArg<StringName>, property: impl AsArg<GString>, value: &Variant, )
Sets the given property to value on all nodes inside this tree added to the given group. Nodes that do not have the property are ignored. See also call_group and notify_group.
Note: This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations.
Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_nodes_in_group(
&self,
group: impl AsArg<StringName>,
) -> Array<Gd<Node>>
pub fn get_nodes_in_group( &self, group: impl AsArg<StringName>, ) -> Array<Gd<Node>>
Returns an Array containing all nodes inside this tree, that have been added to the given group, in scene hierarchy order.
pub fn get_first_node_in_group(
&self,
group: impl AsArg<StringName>,
) -> Option<Gd<Node>>
pub fn get_first_node_in_group( &self, group: impl AsArg<StringName>, ) -> Option<Gd<Node>>
Returns the first Node found inside the tree, that has been added to the given group, in scene hierarchy order. Returns null if no match is found. See also get_nodes_in_group.
pub fn get_node_count_in_group(&self, group: impl AsArg<StringName>) -> i32
pub fn get_node_count_in_group(&self, group: impl AsArg<StringName>) -> i32
Returns the number of nodes assigned to the given group.
pub fn set_current_scene(&mut self, child_node: impl AsArg<Option<Gd<Node>>>)
pub fn get_current_scene(&self) -> Option<Gd<Node>>
pub fn change_scene_to_file(&mut self, path: impl AsArg<GString>) -> Error
pub fn change_scene_to_file(&mut self, path: impl AsArg<GString>) -> Error
Changes the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance.
Returns Error::OK on success, Error::ERR_CANT_OPEN if the path cannot be loaded into a PackedScene, or Error::ERR_CANT_CREATE if that scene cannot be instantiated.
Note: See change_scene_to_node for details on the order of operations.
pub fn change_scene_to_packed(
&mut self,
packed_scene: impl AsArg<Gd<PackedScene>>,
) -> Error
pub fn change_scene_to_packed( &mut self, packed_scene: impl AsArg<Gd<PackedScene>>, ) -> Error
Changes the running scene to a new instance of the given PackedScene (which must be valid).
Returns Error::OK on success, Error::ERR_CANT_CREATE if the scene cannot be instantiated, or Error::ERR_INVALID_PARAMETER if the scene is invalid.
Note: See change_scene_to_node for details on the order of operations.
pub fn change_scene_to_node(&mut self, node: impl AsArg<Gd<Node>>) -> Error
pub fn change_scene_to_node(&mut self, node: impl AsArg<Gd<Node>>) -> Error
Changes the running scene to the provided Node. Useful when you want to set up the new scene before changing.
Returns Error::OK on success, Error::ERR_INVALID_PARAMETER if the node is null, or Error::ERR_UNCONFIGURED if the node is already inside the scene tree.
Note: Operations happen in the following order when change_scene_to_node is called:
-
The current scene node is immediately removed from the tree. From that point,
get_treecalled on the current (outgoing) scene will returnnull. [member current_scene] will benulltoo, 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 node will be added to the tree.
get_treeand [member 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 queue_free.
If you want to reliably access the new scene, await the scene_changed signal.
Warning: After using this method, the SceneTree will take ownership of the node and will free it automatically when changing scene again. Any references you had to that node will become invalid.
pub fn reload_current_scene(&mut self) -> Error
pub fn reload_current_scene(&mut self) -> Error
Reloads the currently active scene, replacing [member current_scene] with a new instance of its original PackedScene.
Returns Error::OK on success, Error::ERR_UNCONFIGURED if no [member current_scene] is defined, Error::ERR_CANT_OPEN if [member current_scene] cannot be loaded into a PackedScene, or Error::ERR_CANT_CREATE if the scene cannot be instantiated.
pub fn unload_current_scene(&mut self)
pub fn unload_current_scene(&mut self)
If a current scene is loaded, calling this method will unload it.
pub fn set_multiplayer(
&mut self,
multiplayer: impl AsArg<Option<Gd<MultiplayerApi>>>,
)
pub fn set_multiplayer( &mut self, multiplayer: impl AsArg<Option<Gd<MultiplayerApi>>>, )
To set the default parameters, use set_multiplayer_ex and its builder methods. See the book for detailed usage instructions.
Sets a custom MultiplayerAPI with the given root_path (controlling also the relative subpaths), or override the default one if root_path is empty.
Note: No MultiplayerAPI must be configured for the subpath containing root_path, nested custom multiplayers are not allowed. I.e. if one is configured for "/root/Foo" setting one for "/root/Foo/Bar" will cause an error.
Note: set_multiplayer should be called before the child nodes are ready at the given root_path. If multiplayer nodes like MultiplayerSpawner or MultiplayerSynchronizer are added to the tree before the custom multiplayer API is set, they will not work.
pub fn set_multiplayer_ex<'ex>(
&'ex mut self,
multiplayer: impl AsArg<Option<Gd<MultiplayerApi>>> + 'ex,
) -> ExSetMultiplayer<'ex>
pub fn set_multiplayer_ex<'ex>( &'ex mut self, multiplayer: impl AsArg<Option<Gd<MultiplayerApi>>> + 'ex, ) -> ExSetMultiplayer<'ex>
Sets a custom MultiplayerAPI with the given root_path (controlling also the relative subpaths), or override the default one if root_path is empty.
Note: No MultiplayerAPI must be configured for the subpath containing root_path, nested custom multiplayers are not allowed. I.e. if one is configured for "/root/Foo" setting one for "/root/Foo/Bar" will cause an error.
Note: set_multiplayer should be called before the child nodes are ready at the given root_path. If multiplayer nodes like MultiplayerSpawner or MultiplayerSynchronizer are added to the tree before the custom multiplayer API is set, they will not work.
pub fn get_multiplayer(&self) -> Option<Gd<MultiplayerApi>>
pub fn get_multiplayer(&self) -> Option<Gd<MultiplayerApi>>
To set the default parameters, use get_multiplayer_ex and its builder methods. See the book for detailed usage instructions.
Searches for the MultiplayerAPI configured for the given path, if one does not exist it searches the parent paths until one is found. If the path is empty, or none is found, the default one is returned. See set_multiplayer.
pub fn get_multiplayer_ex<'ex>(&'ex self) -> ExGetMultiplayer<'ex>
pub fn get_multiplayer_ex<'ex>(&'ex self) -> ExGetMultiplayer<'ex>
Searches for the MultiplayerAPI configured for the given path, if one does not exist it searches the parent paths until one is found. If the path is empty, or none is found, the default one is returned. See set_multiplayer.
pub fn set_multiplayer_poll_enabled(&mut self, enabled: bool)
pub fn is_multiplayer_poll_enabled(&self) -> bool
Methods from Deref<Target = MainLoop>§
pub fn notify(&mut self, what: MainLoopNotification)
pub fn notify(&mut self, what: MainLoopNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: MainLoopNotification)
pub fn notify_reversed(&mut self, what: MainLoopNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the Variant value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an Array of StringNames.
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also call_deferred.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
pub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
pub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
pub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
pub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
pub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
pub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl GodotClass for SceneTree
impl GodotClass for SceneTree
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<MainLoop> for SceneTree
impl Inherits<MainLoop> for SceneTree
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Object> for SceneTree
impl Inherits<Object> for SceneTree
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for SceneTree
impl WithSignals for SceneTree
§type SignalCollection<'c, C: WithSignals> = SignalsOfSceneTree<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfSceneTree<'c, C>
impl GodotDefault for SceneTree
Auto Trait Implementations§
impl Freeze for SceneTree
impl RefUnwindSafe for SceneTree
impl !Send for SceneTree
impl !Sync for SceneTree
impl Unpin for SceneTree
impl UnsafeUnpin for SceneTree
impl UnwindSafe for SceneTree
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more