Node
Inherits: Object Inherited By: AnimationPlayer, AnimationTree, AnimationTreePlayer, AudioStreamPlayer, CanvasItem, CanvasLayer, EditorFileSystem, EditorInterface, EditorPlugin, EditorResourcePreview, HTTPRequest, InstancePlaceholder, ResourcePreloader, SkeletonIK, Spatial, Timer, Tween, Viewport, WorldEnvironment scene objects.
Description
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. 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. 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 _enter_tree callback is triggered. Child nodes are always added after their parent node, i.e. the _enter_tree callback of a parent node will be triggered before its child’s. 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. _enter_tree of the parent, _enter_tree 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, toggled with set_process) happens as fast as possible and is dependent on the frame rate, so the processing time delta (in seconds) is passed as an argument. Physics processing (callback _physics_process, toggled with set_physics_process) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine. _input 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 _unhandled_input 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. owner property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. Object.free or queue_free, 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 add_to_group, is_in_group and remove_from_group. 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 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.
Tutorials
- 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).
Enumerations
PauseMode: - PAUSE_MODE_INHERIT = 0 —- Inherits pause mode from the node’s parent. For the root node, it is equivalent to PAUSE_MODE_STOP. Default.
- PAUSE_MODE_STOP = 1 —- Stops processing when the SceneTree is paused.
- PAUSE_MODE_PROCESS = 2 —- Continue to process regardless of the SceneTree pause state.
DuplicateFlags:
- DUPLICATE_SIGNALS = 1 —- Duplicate the node’s signals.
- DUPLICATE_GROUPS = 2 —- Duplicate the node’s groups.
- DUPLICATE_SCRIPTS = 4 —- Duplicate the node’s scripts.
- DUPLICATE_USE_INSTANCING = 8 —- Duplicate using instancing.
An instance stays linked to the original so when the original changes, the instance changes too.
Constants
- NOTIFICATION_ENTER_TREE = 10 —- Notification received when the node enters a SceneTree.
- NOTIFICATION_EXIT_TREE = 11 —- Notification received when the node is about to exit a SceneTree.
- NOTIFICATION_MOVED_IN_PARENT = 12 —- Notification received when the node is moved in the parent.
- NOTIFICATION_READY = 13 —- Notification received when the node is ready. See _ready.
- NOTIFICATION_PAUSED = 14 —- Notification received when the node is paused.
- NOTIFICATION_UNPAUSED = 15 —- Notification received when the node is unpaused.
- NOTIFICATION_PHYSICS_PROCESS = 16 —- Notification received every frame when the physics process flag is set (see set_physics_process).
- NOTIFICATION_PROCESS = 17 —- Notification received every frame when the process flag is set (see set_process).
- NOTIFICATION_PARENTED = 18 —- Notification received when a node is set as a child of another node. Note: This doesn’t mean that a node entered the SceneTree.
- NOTIFICATION_UNPARENTED = 19 —- Notification received when a node is unparented (parent removed it from the list of children).
- NOTIFICATION_INSTANCED = 20 —- Notification received when the node is instanced.
- NOTIFICATION_DRAG_BEGIN = 21 —- Notification received when a drag begins.
- NOTIFICATION_DRAG_END = 22 —- Notification received when a drag ends.
- NOTIFICATION_PATH_CHANGED = 23 —- Notification received when the node’s NodePath changed.
- NOTIFICATION_INTERNAL_PROCESS = 25 —- Notification received every frame when the internal process flag is set (see set_process_internal).
- NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26 —- Notification received every frame when the internal physics process flag is set (see set_physics_process_internal).
- NOTIFICATION_POST_ENTER_TREE = 27 —- Notification received when the node is ready, just before NOTIFICATION_READY is received. Unlike the latter, it’s sent every time the node enters tree, instead of only once.
- NOTIFICATION_WM_MOUSE_ENTER = 1002 —- Notification received from the OS when the mouse enters the game window. Implemented on desktop and web platforms.
- NOTIFICATION_WM_MOUSE_EXIT = 1003 —- Notification received from the OS when the mouse leaves the game window. Implemented on desktop and web platforms.
- NOTIFICATION_WM_FOCUS_IN = 1004 —- Notification received from the OS when the game window is focused. Implemented on all platforms.
- NOTIFICATION_WM_FOCUS_OUT = 1005 —- Notification received from the OS when the game window is unfocused. Implemented on all platforms.
- NOTIFICATION_WM_QUIT_REQUEST = 1006 —- Notification received from the OS when a quit request is sent (e.g. closing the window with a “Close” button or Alt+F4). Implemented on desktop platforms.
- NOTIFICATION_WM_GO_BACK_REQUEST = 1007 —- Notification received from the OS when a go back request is sent (e.g. pressing the “Back” button on Android). Specific to the Android platform.
- NOTIFICATION_WM_UNFOCUS_REQUEST = 1008 —- Notification received from the OS when an unfocus request is sent (e.g. another OS window wants to take the focus). No supported platforms currently send this notification.
- NOTIFICATION_OS_MEMORY_WARNING = 1009 —- Notification received from the OS when the application is exceeding its allocated memory. Specific to the iOS platform.
- NOTIFICATION_TRANSLATION_CHANGED = 1010 —- Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like Object.tr.
- NOTIFICATION_WM_ABOUT = 1011 —- Notification received from the OS when a request for “About” information is sent. Specific to the macOS platform.
- NOTIFICATION_CRASH = 1012 —- Notification received from Godot’s crash handler when the engine is about to crash. Implemented on desktop platforms if the crash handler is enabled.
- NOTIFICATION_OS_IME_UPDATE = 1013 —- Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string). Specific to the macOS platform.
- NOTIFICATION_APP_RESUMED = 1014 —- Notification received from the OS when the app is resumed. Specific to the Android platform.
- NOTIFICATION_APP_PAUSED = 1015 —- Notification received from the OS when the app is paused.
Specific to the Android platform.
Property Descriptions
- MultiplayerAPI custom_multiplayer
MultiplayerAPI. Set to
nullto use the default SceneTree one.
- String filename
filename (e.g.
res://levels/1.tscn). Otherwise, filename is set to an empty string.
- MultiplayerAPI multiplayer MultiplayerAPI instance associated with this node. Either the custom_multiplayer, or the default SceneTree one (if inside tree).
- String name
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.
Note: Auto-generated names might include the
@character, which is reserved for unique names when using add_child. When setting the name manually, any@will be removed.
- Node owner PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
- PauseMode pause_mode SceneTree is paused.
- int process_priority
NOTIFICATION_PROCESS, NOTIFICATION_PHYSICS_PROCESS and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.
Method Descriptions
- _enter_tree ( ) virtual SceneTree (e.g. upon instancing, scene changing, or after calling add_child in a script). If the node has children, its _enter_tree callback will be called first, and then that of the children. NOTIFICATION_ENTER_TREE notification in Object._notification.
- _exit_tree ( ) virtual SceneTree (e.g. upon freeing, scene changing, or after calling remove_child in a script). If the node has children, its _exit_tree callback will be called last, after all its children have left the tree. NOTIFICATION_EXIT_TREE notification in Object._notification and signal tree_exiting. To get notified when the node has already left the active tree, connect to the tree_exited.
- String _get_configuration_warning ( ) virtual
toolscript. Returning an empty string produces no warning. update_configuration_warning when the warning needs to be updated for this node.
- _input ( InputEvent event ) virtual Called when there is an input event. The input event propagates up through the node tree until a node consumes it. set_process_input. SceneTree.set_input_as_handled can be called. _unhandled_input and _unhandled_key_input are usually a better fit as they allow the GUI to intercept the events first. Note: This method is only called if the node is present in the scene tree (i.e. if it’s not orphan).
- _physics_process ( float delta ) virtual
deltavariable should be constant.deltais in seconds. set_physics_process. NOTIFICATION_PHYSICS_PROCESS notification in Object._notification. Note: This method is only called if the node is present in the scene tree (i.e. if it’s not orphan).
- _process ( float delta ) virtual
deltatime since the previous frame is not constant.deltais in seconds. set_process. NOTIFICATION_PROCESS notification in Object._notification. Note: This method is only called if the node is present in the scene tree (i.e. if it’s not orphan).
- _ready ( ) virtual
_ready callbacks get triggered first, and the parent node will receive the ready notification afterwards.
NOTIFICATION_READY notification in Object._notification. See also the
onreadykeyword for variables. Object._init may be used. See also _enter_tree. Note: _ready may be called only once for each node. After removing a node from the scene tree and adding again,_readywill not be called for the second time. This can be bypassed with requesting another call with request_ready, which may be called anywhere before adding the node again.
- _unhandled_input ( InputEvent event ) virtual InputEvent hasn’t been consumed by _input or any GUI. The input event propagates up through the node tree until a node consumes it. set_process_unhandled_input. SceneTree.set_input_as_handled can be called. _unhandled_key_input are usually a better fit than _input as they allow the GUI to intercept the events first. Note: This method is only called if the node is present in the scene tree (i.e. if it’s not orphan).
- _unhandled_key_input ( InputEventKey event ) virtual InputEventKey hasn’t been consumed by _input or any GUI. The input event propagates up through the node tree until a node consumes it. set_process_unhandled_key_input. SceneTree.set_input_as_handled can be called. _unhandled_input are usually a better fit than _input as they allow the GUI to intercept the events first. Note: This method is only called if the node is present in the scene tree (i.e. if it’s not orphan).
- add_child ( Node node, bool legible_unique_name=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.
legible_unique_nameistrue, the child node will have a human-readable name based on the name of the node being instanced instead of its type. Note: If the child node already has a parent, the function will fail. Use remove_child first to remove the node from its current parent. For example:
Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly addedif child_node.get_parent(): child_node.get_parent().remove_child(child_node)add_child(child_node)
Nodewill not be visible in the scene tree, though it will be visible in the 2D/3D view.
- add_child_below_node ( Node node, Node child_node, bool legible_unique_name=false )
child_nodeas a child. The child is placed below the givennodein the list of children.legible_unique_nameistrue, the child node will have a human-readable name based on the name of the node being instanced instead of its type.
- add_to_group ( String group, bool persistent=false )
is_inside_tree). See notes in the description, and the group methods in SceneTree.
persistentoption is used when packing node to PackedScene and saving to file. Non-persistent groups aren’t stored. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
- bool can_process ( ) const
trueif the node can process while the scene tree is paused (see pause_mode). Always returnstrueif the scene tree is not paused, andfalseif the node is not in the tree.
- Node duplicate ( int flags=15 ) const
Duplicates the node, returning a new node.
flags(see DuplicateFlags). Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to Object._init method). In that case, the node will be duplicated without a script.
- Node find_node ( String mask, bool recursive=true, bool owned=true ) const
maskas in String.match (i.e. case-sensitive, but"*"matches zero or more characters and"?"matches any single character except"."). Note: It does not match against the full path, just against individual node names.ownedistrue, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner. Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using get_node instead. To avoid using find_node too often, consider caching the node reference into a variable.
- Node find_parent ( String mask ) const
maskas in String.match (i.e. case-sensitive, but"*"matches zero or more characters and"?"matches any single character except"."). Note: It does not match against the full path, just against individual node names. Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using get_node instead. To avoid using find_parent too often, consider caching the node reference into a variable.
- Node get_child ( int idx ) const get_child_count). This method is often used for iterating all children of a node. get_node.
- int get_child_count ( ) const Returns the number of child nodes.
- Array get_children ( ) const Returns an array of references to node’s children.
- Array get_groups ( ) const Returns an array listing the groups that the node is a member of. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
- int get_index ( ) const Returns the node’s index, i.e. its position among the siblings of its parent.
- int get_network_master ( ) const set_network_master.
- Node get_node ( NodePath path ) const
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 instanceis returned and an error is logged. Attempts to access methods on the return value will result in an “Attempt to callon a null instance.” error. Note: Fetching absolute paths only works when the node is inside the scene tree (see is_inside_tree). Example: Assume your current node is Character and the following tree:
Possible paths are:/root/root/Character/root/Character/Sword/root/Character/Backpack/Dagger/root/MyGame/root/Swamp/Alligator/root/Swamp/Mosquito/root/Swamp/Goblin
get_node("Sword")get_node("Backpack/Dagger")get_node("../Swamp/Alligator")get_node("/root/MyGame")
- Array get_node_and_resource ( NodePath path )
NodePath‘s subname (e.g.
Area2D/CollisionShape2D:shape). If several nested resources are specified in the NodePath, the last one will be fetched.Node(ornullif not found), the second index points to the Resource (ornullif not found), and the third index is the remaining NodePath, if any.Area2D/CollisionShape2Dis a valid node and that itsshapeproperty has been assigned a RectangleShape2D resource, one could have this kind of output:print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
- Node get_node_or_null ( NodePath path ) const
get_node, but does not log an error if
pathdoes not point to a validNode.
- Node get_parent ( ) const
null instanceif the node lacks a parent.
- NodePath get_path ( ) const is_inside_tree).
- NodePath get_path_to ( Node node ) const
NodePath from this node to the specified
node. Both nodes must be in the same scene or the function will fail.
- float get_physics_process_delta_time ( ) const _physics_process). This is always a constant value in physics processing unless the frames per second is changed via Engine.iterations_per_second.
- int get_position_in_parent ( ) const
0.
- float get_process_delta_time ( ) const Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
- bool get_scene_instance_load_placeholder ( ) const
trueif this is an instance load placeholder. See InstancePlaceholder.
- SceneTree get_tree ( ) const SceneTree that contains this node.
- Viewport get_viewport ( ) const Viewport.
- bool has_node ( NodePath path ) const
trueif the node that the NodePath points to exists.
- bool has_node_and_resource ( NodePath path ) const
trueif the NodePath points to a valid node and its subname points to a valid resource, e.g.Area2D/CollisionShape2D:shape. Properties with a non-Resource type (e.g. nodes or primitive math types) are not considered resources.
- bool is_a_parent_of ( Node node ) const
trueif the given node is a direct or indirect child of the current node.
- bool is_displayed_folded ( ) const
trueif the node is folded (collapsed) in the Scene dock.
- bool is_greater_than ( Node node ) const
trueif the given node occurs later in the scene hierarchy than the current node.
- bool is_in_group ( String group ) const
trueif this node is in the specified group. See notes in the description, and the group methods in SceneTree.
- bool is_inside_tree ( ) const
trueif this node is currently inside a SceneTree.
- bool is_network_master ( ) const
trueif the local system is the master of this node.
- bool is_physics_processing ( ) const
trueif physics processing is enabled (see set_physics_process).
- bool is_physics_processing_internal ( ) const
trueif internal physics processing is enabled (see set_physics_process_internal).
- bool is_processing ( ) const
trueif processing is enabled (see set_process).
- bool is_processing_input ( ) const
trueif the node is processing input (see set_process_input).
- bool is_processing_internal ( ) const
trueif internal processing is enabled (see set_process_internal).
- bool is_processing_unhandled_input ( ) const
trueif the node is processing unhandled input (see set_process_unhandled_input).
- bool is_processing_unhandled_key_input ( ) const
trueif the node is processing unhandled key input (see set_process_unhandled_key_input).
- move_child ( Node child_node, int to_position ) Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
- print_stray_nodes ( ) SceneTree). Used for debugging. Works only in debug builds.
- print_tree ( )
get_node function.
Example output:
TheGameTheGame/MenuTheGame/Menu/LabelTheGame/Menu/Camera2DTheGame/SplashScreenTheGame/SplashScreen/Camera2D
- print_tree_pretty ( )
print_tree, 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:
┖╴TheGame ┠╴Menu ┃ ┠╴Label ┃ ┖╴Camera2D ┖╴SplashScreen ┖╴Camera2D
- propagate_call ( String method, Array args=[ ], bool parent_first=false )
argson this node and recursively on all its children. If theparent_firstargument istrue, the method will be called on the current node first, then on all its children. Ifparent_firstisfalse, the children will be called first.
- propagate_notification ( int what ) Object.notification on all of them.
- queue_free ( )
Object.free. Use Object.is_queued_for_deletion to check whether a node will be deleted at the end of the frame.
Important: If you have a variable pointing to a node, it will not be assigned to
nullonce the node is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties.
- raise ( )
Control nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using
raise, a Control will be drawn on top of its siblings.
- remove_and_skip ( ) 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.
- remove_child ( Node node )
Removes a child node. The node is NOT deleted and must be deleted manually.
Note: This function may set the owner of the removed Node (or its descendants) to be
null, if that owner is no longer a parent or ancestor.
- remove_from_group ( String group ) SceneTree.
- replace_by ( Node node, bool keep_data=false ) Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
- request_ready ( )
_readybe called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see _ready)._readyis called only for the node which requested it, which means that you need to request ready for each child if you want them to call_readytoo (in which case,_readywill be called in the same order as it would normally).
- Variant rpc ( String method, … ) vararg
methodto peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see rpc_config. Methods are not exposed to RPCs by default. See also rset and rset_config for properties. Returns an empty Variant. Note: You can only safely use RPCs on clients after you received theconnected_to_serversignal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals likeserver_disconnectedor by checkingSceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED.
- rpc_config ( String method, RPCMode mode )
methodto the givenmode. See RPCMode. An alternative is annotating methods and properties with the corresponding keywords (remote,master,puppet,remotesync,mastersync,puppetsync). By default, methods are not exposed to networking (and RPCs). See also rset and rset_config for properties.
- Variant rpc_id ( int peer_id, String method, … ) vararg
rpc to a specific peer identified by
peer_id(see NetworkedMultiplayerPeer.set_target_peer). Returns an empty Variant.
- Variant rpc_unreliable ( String method, … ) vararg rpc using an unreliable protocol. Returns an empty Variant.
- Variant rpc_unreliable_id ( int peer_id, String method, … ) vararg
rpc to a specific peer identified by
peer_idusing an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer). Returns an empty Variant.
- rset ( String property, Variant value ) rset_config. See also rpc for RPCs for methods, most information applies to this method as well.
- rset_config ( String property, RPCMode mode )
propertyto the givenmode. See RPCMode. An alternative is annotating methods and properties with the corresponding keywords (remote,master,puppet,remotesync,mastersync,puppetsync). By default, properties are not exposed to networking (and RPCs). See also rpc and rpc_config for methods.
- rset_id ( int peer_id, String property, Variant value )
peer_id(see NetworkedMultiplayerPeer.set_target_peer).
- rset_unreliable ( String property, Variant value ) Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.
- rset_unreliable_id ( int peer_id, String property, Variant value )
peer_idusing an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer).
- set_display_folded ( bool fold ) Sets the folded state of the node in the Scene dock.
- set_network_master ( int id, bool recursive=true )
masterandpuppetkeywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). Ifrecursive, the given peer is recursively set as the master for all children of this node.
- set_physics_process ( bool enable ) NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 FPS, see Engine.iterations_per_second to change) interval (and the _physics_process callback will be called if exists). Enabled automatically if _physics_process is overridden. Any calls to this before _ready will be ignored.
- set_physics_process_internal ( bool enable ) _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 (set_physics_process). Only useful for advanced uses to manipulate built-in nodes’ behavior. Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
- set_process ( bool enable ) NOTIFICATION_PROCESS on every drawn frame (and the _process callback will be called if exists). Enabled automatically if _process is overridden. Any calls to this before _ready will be ignored.
- set_process_input ( bool enable ) _input is overridden. Any calls to this before _ready will be ignored.
- set_process_internal ( bool enable ) _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 (set_process). Only useful for advanced uses to manipulate built-in nodes’ behavior. Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
- set_process_unhandled_input ( bool enable ) Control). Enabled automatically if _unhandled_input is overridden. Any calls to this before _ready will be ignored.
- set_process_unhandled_key_input ( bool enable ) _unhandled_key_input is overridden. Any calls to this before _ready will be ignored.
- set_scene_instance_load_placeholder ( bool load_placeholder ) InstancePlaceholder.
- update_configuration_warning ( ) Updates the warning displayed for this node in the Scene Dock. _get_configuration_warning to setup the warning message to display.
