NodePath

Pre-parsed scene tree path.

Description

Node.get_node and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, "Path2D/PathFollow2D/Sprite:texture:size" would refer to the size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Node.get_node and it will be automatically converted, but you may occasionally want to parse a path ahead of time with NodePath or the literal syntax @"path". Exporting a NodePath variable will give you a node selection widget in the properties panel of the editor, which can often be useful. NodePath is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of “subnames” which can be resources or properties. Some examples of NodePaths include the following:

  1. # No leading slash means it is relative to the current node.@"A" # Immediate child A@"A/B" # A's child B@"." # The current node.@".." # The parent node.@"../C" # A sibling node C.# A leading slash means it is absolute from the SceneTree.@"/root" # Equivalent to get_tree().get_root().@"/root/Main" # If your main scene's root node were named "Main".@"/root/MyAutoload" # If you have an autoloaded node or scene.

Note: In the editor, NodePath properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.

Tutorials

  • 2D Role Playing Game Demo

    Methods

    Method Descriptions

  • NodePath NodePath ( String from ) "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, "." and ".." indicate the current node and its parent. The “subnames” optionally included after the path to the target node can point to resources or properties, and can also be nested. Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
    1. # Points to the Sprite node"Path2D/PathFollow2D/Sprite"# Points to the Sprite node and its "texture" resource.# get_node() would retrieve "Sprite", while get_node_and_resource()# would retrieve both the Sprite node and the "texture" resource."Path2D/PathFollow2D/Sprite:texture"# Points to the Sprite node and its "position" property."Path2D/PathFollow2D/Sprite:position"# Points to the Sprite node and the "x" component of its "position" property."Path2D/PathFollow2D/Sprite:position:x"# Absolute path (from "root")"/root/Level/Path2D"

  • NodePath get_as_property_path ( ) :) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
    1. # This will be parsed as a node path to the "x" property in the "position" nodevar node_path = NodePath("position:x")# This will be parsed as a node path to the "x" component of the "position" property in the current nodevar property_path = node_path.get_as_property_path()print(property_path) # :position:x

  • String get_concatenated_subnames ( ) :) as separator, i.e. the right side of the first colon in a node path.
    1. var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")print(nodepath.get_concatenated_subnames()) # texture:load_path

  • String get_name ( int idx ) idx (0 to get_name_count - 1).
    1. var node_path = NodePath("Path2D/PathFollow2D/Sprite")print(node_path.get_name(0)) # Path2Dprint(node_path.get_name(1)) # PathFollow2Dprint(node_path.get_name(2)) # Sprite

  • int get_name_count ( ) get_subname_count) are not included. "Path2D/PathFollow2D/Sprite" has 3 names.

  • String get_subname ( int idx ) idx (0 to get_subname_count).
    1. var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")print(node_path.get_subname(0)) # textureprint(node_path.get_subname(1)) # load_path

  • int get_subname_count ( ) :) in the node path. "Path2D/PathFollow2D/Sprite:texture:load_path" has 2 subnames.

  • bool is_absolute ( ) true if the node path is absolute (as opposed to relative), which means that it starts with a slash character (/). Absolute node paths can be used to access the root node ("/root") or autoloads (e.g. "/global" if a “global” autoload was registered).

  • bool is_empty ( ) true if the node path is empty.