Object

Inherited By: ARVRServer, AudioServer, CameraServer, ClassDB, EditorFileSystemDirectory, EditorSelection, EditorVCSInterface, Engine, Geometry, GodotSharp, IP, Input, InputMap, JNISingleton, JSON, JSONRPC, JavaClassWrapper, JavaScript, MainLoop, Marshalls, Navigation2DServer, NavigationMeshGenerator, NavigationServer, Node, OS, Performance, Physics2DDirectBodyState, Physics2DDirectSpaceState, Physics2DServer, PhysicsDirectBodyState, PhysicsDirectSpaceState, PhysicsServer, ProjectSettings, Reference, ResourceLoader, ResourceSaver, Time, TranslationServer, TreeItem, UndoRedo, VisualScriptEditor, VisualServer Base class for all non-built-in types.

Description

Every class which is not a built-in type inherits from this class. Object.new() in GDScript, new Object in C#, or the “Construct Object” node in VisualScript. free method from your script or delete the instance from C++. Reference, which counts references and deletes itself automatically when no longer referenced. Node, another fundamental type, deletes all its children when freed from memory. _get_property_list and handled in _get and _set. However, scripting languages and C++ have simpler means to export them. in:

  1. var n = Node2D.new()print("position" in n) # Prints "True".print("other_property" in n) # Prints "False".

in operator will evaluate to true as long as the key exists, even if the value is null. _notification. Note: Unlike references to a Reference, references to an Object stored in a variable can become invalid without warning. Therefore, it’s recommended to use Reference for data classes instead of Object. Note: Due to a bug, you can’t create a “plain” Object using Object.new(). Instead, use ClassDB.instance("Object"). This bug only applies to Object itself, not any of its descendents like Reference.

Tutorials

  • When and how to avoid using nodes for everything
  • Advanced exports using _get_property_list()

    Methods

    Signals

  • script_changed ( ) Emitted whenever the object’s script is changed.

    Enumerations

    ConnectFlags:
  • CONNECT_DEFERRED = 1 —- Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
  • CONNECT_PERSIST = 2 —- Persisting connections are saved when the object is serialized to file.
  • CONNECT_ONESHOT = 4 —- One-shot connections disconnect themselves after emission.
  • CONNECT_REFERENCE_COUNTED = 8 —- Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.

    Constants

  • NOTIFICATION_POSTINITIALIZE = 0 —- Called right when the object is initialized. Not available in script.
  • NOTIFICATION_PREDELETE = 1 —- Called before the object is about to be deleted.

    Method Descriptions

  • Variant _get ( String property ) virtual get. null if the property does not exist.

  • Array _get_property_list ( ) virtual get_property_list. Array of dictionaries. Dictionary must contain at least name: String and type: int (see Variant.Type) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags).

  • _init ( ) virtual Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing. Note: If _init is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as PackedScene.instance) is used, then initialization will fail.

  • _notification ( int what ) virtual what by a constant. The base Object has two constants NOTIFICATION_POSTINITIALIZE and NOTIFICATION_PREDELETE, but subclasses such as Node define a lot more notifications which are also received by this method.

  • bool _set ( String property, Variant value ) virtual set. true if the property exists.

  • String _to_string ( ) virtual to_string, and thus the object’s representation where it is converted to a string, e.g. with print(obj). String representing the object. If not overridden, defaults to "[ClassName:RID]".

  • add_user_signal ( String signal, Array arguments=[ ] ) signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see Variant.Type) entries.

  • Variant call ( String method, … ) vararg method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
    1. call("set", "position", Vector2(42.0, 0.0))
    Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

  • call_deferred ( String method, … ) vararg method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
    1. call_deferred("set", "position", Vector2(42.0, 0.0))
    Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

  • Variant callv ( String method, Array arg_array ) method on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.
    1. callv("set", [ "position", Vector2(42.0, 0.0) ])

  • bool can_translate_messages ( ) const true if the object can translate strings. See set_message_translation and tr.

  • Error connect ( String signal, Object target, String method, Array binds=[ ], int flags=0 ) signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections. target is destroyed in the game’s lifecycle, the connection will be lost. Examples:
    1. connect("pressed", self, "_on_Button_pressed") # BaseButton signalconnect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signalconnect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
    binds passed to connect and parameters used when calling emit_signal:
    1. connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed lastemit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed firstfunc _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

  • disconnect ( String signal, Object target, String method ) signal from a method on the given target. is_connected to ensure that the connection exists.

  • emit_signal ( String signal, … ) vararg signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
    1. emit_signal("hit", weapon_type, damage)emit_signal("game_over")

  • free ( ) Nodes, you may want to use Node.queue_free to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object 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.

  • Variant get ( String property ) const Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

  • String get_class ( ) const String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

  • Array get_incoming_connections ( ) const Array of dictionaries with information about signals that are connected to the object. Dictionary contains three String entries:
  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

  • Variant get_indexed ( NodePath property ) const NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

  • int get_instance_id ( ) const Returns the object’s unique instance ID. EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id.

  • Variant get_meta ( String name, Variant default=null ) const name. default is not null (in which case the default value will be returned).

  • PoolStringArray get_meta_list ( ) const PoolStringArray.

  • Array get_method_list ( ) const Array.

  • Array get_property_list ( ) const Array of dictionaries. Dictionary contain at least name: String and type: int (see Variant.Type) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags).

  • Reference get_script ( ) const Script instance, or null if none is assigned.

  • Array get_signal_connection_list ( String signal ) const Array of connections for the given signal.

  • Array get_signal_list ( ) const Array of dictionaries.

  • bool has_meta ( String name ) const true if a metadata entry is found with the given name.

  • bool has_method ( String method ) const true if the object contains the given method.

  • bool has_signal ( String signal ) const true if the given signal exists.

  • bool has_user_signal ( String signal ) const true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

  • bool is_blocking_signals ( ) const true if signal emission blocking is enabled.

  • bool is_class ( String class ) const true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

  • bool is_connected ( String signal, Object target, String method ) const true if a connection exists for a given signal, target, and method.

  • bool is_queued_for_deletion ( ) const true if the Node.queue_free method was called for the object.

  • notification ( int what, bool reversed=false ) _notification method of all classes that the object inherits from. reversed is true, _notification is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, _notification is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

  • property_list_changed_notify ( ) Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

  • remove_meta ( String name ) set_meta.

  • set ( String property, Variant value ) property does not exist or the given value’s type doesn’t match, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

  • set_block_signals ( bool enable ) true, signal emission is blocked.

  • set_deferred ( String property, Variant value ) set via call_deferred, i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

  • set_indexed ( NodePath property, Variant value ) NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:
    1. set_indexed("position", Vector2(42, 0))set_indexed("position:y", -10)print(position) # (42, -10)

  • set_message_translation ( bool enable ) tr). Enabled by default.

  • set_meta ( String name, Variant value ) Variant value. remove_meta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

  • set_script ( Reference script ) Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. _init method will be called.

  • String to_string ( ) String representing the object. If not overridden, defaults to "[ClassName:RID]". _to_string to customize the String representation.

  • String tr ( String message ) const Translates a message using translation catalogs configured in the Project Settings. message unchanged. See set_message_translation.