class_node.rst 87 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the Node.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_Node:
  6. Node
  7. ====
  8. **Inherits:** :ref:`Object<class_Object>`
  9. **Inherited By:** :ref:`AnimationPlayer<class_AnimationPlayer>`, :ref:`AnimationTree<class_AnimationTree>`, :ref:`AnimationTreePlayer<class_AnimationTreePlayer>`, :ref:`AudioStreamPlayer<class_AudioStreamPlayer>`, :ref:`CanvasItem<class_CanvasItem>`, :ref:`CanvasLayer<class_CanvasLayer>`, :ref:`EditorFileSystem<class_EditorFileSystem>`, :ref:`EditorInterface<class_EditorInterface>`, :ref:`EditorPlugin<class_EditorPlugin>`, :ref:`EditorResourcePreview<class_EditorResourcePreview>`, :ref:`HTTPRequest<class_HTTPRequest>`, :ref:`InstancePlaceholder<class_InstancePlaceholder>`, :ref:`ResourcePreloader<class_ResourcePreloader>`, :ref:`SkeletonIK<class_SkeletonIK>`, :ref:`Spatial<class_Spatial>`, :ref:`Timer<class_Timer>`, :ref:`Tween<class_Tween>`, :ref:`Viewport<class_Viewport>`, :ref:`WorldEnvironment<class_WorldEnvironment>`
  10. **Category:** Core
  11. Brief Description
  12. -----------------
  13. Base class for all *scene* objects.
  14. Properties
  15. ----------
  16. +---------------------------------------------+-------------------------------------------------------------------+
  17. | :ref:`MultiplayerAPI<class_MultiplayerAPI>` | :ref:`custom_multiplayer<class_Node_property_custom_multiplayer>` |
  18. +---------------------------------------------+-------------------------------------------------------------------+
  19. | :ref:`String<class_String>` | :ref:`filename<class_Node_property_filename>` |
  20. +---------------------------------------------+-------------------------------------------------------------------+
  21. | :ref:`MultiplayerAPI<class_MultiplayerAPI>` | :ref:`multiplayer<class_Node_property_multiplayer>` |
  22. +---------------------------------------------+-------------------------------------------------------------------+
  23. | :ref:`String<class_String>` | :ref:`name<class_Node_property_name>` |
  24. +---------------------------------------------+-------------------------------------------------------------------+
  25. | :ref:`Node<class_Node>` | :ref:`owner<class_Node_property_owner>` |
  26. +---------------------------------------------+-------------------------------------------------------------------+
  27. | :ref:`PauseMode<enum_Node_PauseMode>` | :ref:`pause_mode<class_Node_property_pause_mode>` |
  28. +---------------------------------------------+-------------------------------------------------------------------+
  29. Methods
  30. -------
  31. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  32. | void | :ref:`_enter_tree<class_Node_method__enter_tree>` **(** **)** virtual |
  33. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  34. | void | :ref:`_exit_tree<class_Node_method__exit_tree>` **(** **)** virtual |
  35. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  36. | :ref:`String<class_String>` | :ref:`_get_configuration_warning<class_Node_method__get_configuration_warning>` **(** **)** virtual |
  37. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  38. | void | :ref:`_input<class_Node_method__input>` **(** :ref:`InputEvent<class_InputEvent>` event **)** virtual |
  39. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  40. | void | :ref:`_physics_process<class_Node_method__physics_process>` **(** :ref:`float<class_float>` delta **)** virtual |
  41. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  42. | void | :ref:`_process<class_Node_method__process>` **(** :ref:`float<class_float>` delta **)** virtual |
  43. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  44. | void | :ref:`_ready<class_Node_method__ready>` **(** **)** virtual |
  45. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  46. | void | :ref:`_unhandled_input<class_Node_method__unhandled_input>` **(** :ref:`InputEvent<class_InputEvent>` event **)** virtual |
  47. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  48. | void | :ref:`_unhandled_key_input<class_Node_method__unhandled_key_input>` **(** :ref:`InputEventKey<class_InputEventKey>` event **)** virtual |
  49. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  50. | void | :ref:`add_child<class_Node_method_add_child>` **(** :ref:`Node<class_Node>` node, :ref:`bool<class_bool>` legible_unique_name=false **)** |
  51. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  52. | void | :ref:`add_child_below_node<class_Node_method_add_child_below_node>` **(** :ref:`Node<class_Node>` node, :ref:`Node<class_Node>` child_node, :ref:`bool<class_bool>` legible_unique_name=false **)** |
  53. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  54. | void | :ref:`add_to_group<class_Node_method_add_to_group>` **(** :ref:`String<class_String>` group, :ref:`bool<class_bool>` persistent=false **)** |
  55. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  56. | :ref:`bool<class_bool>` | :ref:`can_process<class_Node_method_can_process>` **(** **)** const |
  57. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  58. | :ref:`Node<class_Node>` | :ref:`duplicate<class_Node_method_duplicate>` **(** :ref:`int<class_int>` flags=15 **)** const |
  59. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  60. | :ref:`Node<class_Node>` | :ref:`find_node<class_Node_method_find_node>` **(** :ref:`String<class_String>` mask, :ref:`bool<class_bool>` recursive=true, :ref:`bool<class_bool>` owned=true **)** const |
  61. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  62. | :ref:`Node<class_Node>` | :ref:`find_parent<class_Node_method_find_parent>` **(** :ref:`String<class_String>` mask **)** const |
  63. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  64. | :ref:`Node<class_Node>` | :ref:`get_child<class_Node_method_get_child>` **(** :ref:`int<class_int>` idx **)** const |
  65. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  66. | :ref:`int<class_int>` | :ref:`get_child_count<class_Node_method_get_child_count>` **(** **)** const |
  67. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  68. | :ref:`Array<class_Array>` | :ref:`get_children<class_Node_method_get_children>` **(** **)** const |
  69. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  70. | :ref:`Array<class_Array>` | :ref:`get_groups<class_Node_method_get_groups>` **(** **)** const |
  71. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  72. | :ref:`int<class_int>` | :ref:`get_index<class_Node_method_get_index>` **(** **)** const |
  73. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  74. | :ref:`int<class_int>` | :ref:`get_network_master<class_Node_method_get_network_master>` **(** **)** const |
  75. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  76. | :ref:`Node<class_Node>` | :ref:`get_node<class_Node_method_get_node>` **(** :ref:`NodePath<class_NodePath>` path **)** const |
  77. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  78. | :ref:`Array<class_Array>` | :ref:`get_node_and_resource<class_Node_method_get_node_and_resource>` **(** :ref:`NodePath<class_NodePath>` path **)** |
  79. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  80. | :ref:`Node<class_Node>` | :ref:`get_node_or_null<class_Node_method_get_node_or_null>` **(** :ref:`NodePath<class_NodePath>` path **)** const |
  81. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  82. | :ref:`Node<class_Node>` | :ref:`get_parent<class_Node_method_get_parent>` **(** **)** const |
  83. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  84. | :ref:`NodePath<class_NodePath>` | :ref:`get_path<class_Node_method_get_path>` **(** **)** const |
  85. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  86. | :ref:`NodePath<class_NodePath>` | :ref:`get_path_to<class_Node_method_get_path_to>` **(** :ref:`Node<class_Node>` node **)** const |
  87. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  88. | :ref:`float<class_float>` | :ref:`get_physics_process_delta_time<class_Node_method_get_physics_process_delta_time>` **(** **)** const |
  89. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  90. | :ref:`int<class_int>` | :ref:`get_position_in_parent<class_Node_method_get_position_in_parent>` **(** **)** const |
  91. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  92. | :ref:`float<class_float>` | :ref:`get_process_delta_time<class_Node_method_get_process_delta_time>` **(** **)** const |
  93. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  94. | :ref:`bool<class_bool>` | :ref:`get_scene_instance_load_placeholder<class_Node_method_get_scene_instance_load_placeholder>` **(** **)** const |
  95. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  96. | :ref:`SceneTree<class_SceneTree>` | :ref:`get_tree<class_Node_method_get_tree>` **(** **)** const |
  97. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  98. | :ref:`Viewport<class_Viewport>` | :ref:`get_viewport<class_Node_method_get_viewport>` **(** **)** const |
  99. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  100. | :ref:`bool<class_bool>` | :ref:`has_node<class_Node_method_has_node>` **(** :ref:`NodePath<class_NodePath>` path **)** const |
  101. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  102. | :ref:`bool<class_bool>` | :ref:`has_node_and_resource<class_Node_method_has_node_and_resource>` **(** :ref:`NodePath<class_NodePath>` path **)** const |
  103. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  104. | :ref:`bool<class_bool>` | :ref:`is_a_parent_of<class_Node_method_is_a_parent_of>` **(** :ref:`Node<class_Node>` node **)** const |
  105. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  106. | :ref:`bool<class_bool>` | :ref:`is_displayed_folded<class_Node_method_is_displayed_folded>` **(** **)** const |
  107. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  108. | :ref:`bool<class_bool>` | :ref:`is_greater_than<class_Node_method_is_greater_than>` **(** :ref:`Node<class_Node>` node **)** const |
  109. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  110. | :ref:`bool<class_bool>` | :ref:`is_in_group<class_Node_method_is_in_group>` **(** :ref:`String<class_String>` group **)** const |
  111. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  112. | :ref:`bool<class_bool>` | :ref:`is_inside_tree<class_Node_method_is_inside_tree>` **(** **)** const |
  113. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  114. | :ref:`bool<class_bool>` | :ref:`is_network_master<class_Node_method_is_network_master>` **(** **)** const |
  115. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  116. | :ref:`bool<class_bool>` | :ref:`is_physics_processing<class_Node_method_is_physics_processing>` **(** **)** const |
  117. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  118. | :ref:`bool<class_bool>` | :ref:`is_physics_processing_internal<class_Node_method_is_physics_processing_internal>` **(** **)** const |
  119. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  120. | :ref:`bool<class_bool>` | :ref:`is_processing<class_Node_method_is_processing>` **(** **)** const |
  121. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  122. | :ref:`bool<class_bool>` | :ref:`is_processing_input<class_Node_method_is_processing_input>` **(** **)** const |
  123. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  124. | :ref:`bool<class_bool>` | :ref:`is_processing_internal<class_Node_method_is_processing_internal>` **(** **)** const |
  125. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  126. | :ref:`bool<class_bool>` | :ref:`is_processing_unhandled_input<class_Node_method_is_processing_unhandled_input>` **(** **)** const |
  127. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  128. | :ref:`bool<class_bool>` | :ref:`is_processing_unhandled_key_input<class_Node_method_is_processing_unhandled_key_input>` **(** **)** const |
  129. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  130. | void | :ref:`move_child<class_Node_method_move_child>` **(** :ref:`Node<class_Node>` child_node, :ref:`int<class_int>` to_position **)** |
  131. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  132. | void | :ref:`print_stray_nodes<class_Node_method_print_stray_nodes>` **(** **)** |
  133. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  134. | void | :ref:`print_tree<class_Node_method_print_tree>` **(** **)** |
  135. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  136. | void | :ref:`print_tree_pretty<class_Node_method_print_tree_pretty>` **(** **)** |
  137. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  138. | void | :ref:`propagate_call<class_Node_method_propagate_call>` **(** :ref:`String<class_String>` method, :ref:`Array<class_Array>` args=[ ], :ref:`bool<class_bool>` parent_first=false **)** |
  139. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  140. | void | :ref:`propagate_notification<class_Node_method_propagate_notification>` **(** :ref:`int<class_int>` what **)** |
  141. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  142. | void | :ref:`queue_free<class_Node_method_queue_free>` **(** **)** |
  143. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  144. | void | :ref:`raise<class_Node_method_raise>` **(** **)** |
  145. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  146. | void | :ref:`remove_and_skip<class_Node_method_remove_and_skip>` **(** **)** |
  147. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  148. | void | :ref:`remove_child<class_Node_method_remove_child>` **(** :ref:`Node<class_Node>` node **)** |
  149. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  150. | void | :ref:`remove_from_group<class_Node_method_remove_from_group>` **(** :ref:`String<class_String>` group **)** |
  151. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  152. | void | :ref:`replace_by<class_Node_method_replace_by>` **(** :ref:`Node<class_Node>` node, :ref:`bool<class_bool>` keep_data=false **)** |
  153. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  154. | void | :ref:`request_ready<class_Node_method_request_ready>` **(** **)** |
  155. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  156. | :ref:`Variant<class_Variant>` | :ref:`rpc<class_Node_method_rpc>` **(** :ref:`String<class_String>` method, ... **)** vararg |
  157. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  158. | void | :ref:`rpc_config<class_Node_method_rpc_config>` **(** :ref:`String<class_String>` method, :ref:`RPCMode<enum_MultiplayerAPI_RPCMode>` mode **)** |
  159. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  160. | :ref:`Variant<class_Variant>` | :ref:`rpc_id<class_Node_method_rpc_id>` **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` method, ... **)** vararg |
  161. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  162. | :ref:`Variant<class_Variant>` | :ref:`rpc_unreliable<class_Node_method_rpc_unreliable>` **(** :ref:`String<class_String>` method, ... **)** vararg |
  163. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  164. | :ref:`Variant<class_Variant>` | :ref:`rpc_unreliable_id<class_Node_method_rpc_unreliable_id>` **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` method, ... **)** vararg |
  165. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  166. | void | :ref:`rset<class_Node_method_rset>` **(** :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** |
  167. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  168. | void | :ref:`rset_config<class_Node_method_rset_config>` **(** :ref:`String<class_String>` property, :ref:`RPCMode<enum_MultiplayerAPI_RPCMode>` mode **)** |
  169. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  170. | void | :ref:`rset_id<class_Node_method_rset_id>` **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** |
  171. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  172. | void | :ref:`rset_unreliable<class_Node_method_rset_unreliable>` **(** :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** |
  173. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  174. | void | :ref:`rset_unreliable_id<class_Node_method_rset_unreliable_id>` **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** |
  175. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  176. | void | :ref:`set_display_folded<class_Node_method_set_display_folded>` **(** :ref:`bool<class_bool>` fold **)** |
  177. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  178. | void | :ref:`set_network_master<class_Node_method_set_network_master>` **(** :ref:`int<class_int>` id, :ref:`bool<class_bool>` recursive=true **)** |
  179. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  180. | void | :ref:`set_physics_process<class_Node_method_set_physics_process>` **(** :ref:`bool<class_bool>` enable **)** |
  181. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  182. | void | :ref:`set_physics_process_internal<class_Node_method_set_physics_process_internal>` **(** :ref:`bool<class_bool>` enable **)** |
  183. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  184. | void | :ref:`set_process<class_Node_method_set_process>` **(** :ref:`bool<class_bool>` enable **)** |
  185. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  186. | void | :ref:`set_process_input<class_Node_method_set_process_input>` **(** :ref:`bool<class_bool>` enable **)** |
  187. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  188. | void | :ref:`set_process_internal<class_Node_method_set_process_internal>` **(** :ref:`bool<class_bool>` enable **)** |
  189. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  190. | void | :ref:`set_process_priority<class_Node_method_set_process_priority>` **(** :ref:`int<class_int>` priority **)** |
  191. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  192. | void | :ref:`set_process_unhandled_input<class_Node_method_set_process_unhandled_input>` **(** :ref:`bool<class_bool>` enable **)** |
  193. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  194. | void | :ref:`set_process_unhandled_key_input<class_Node_method_set_process_unhandled_key_input>` **(** :ref:`bool<class_bool>` enable **)** |
  195. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  196. | void | :ref:`set_scene_instance_load_placeholder<class_Node_method_set_scene_instance_load_placeholder>` **(** :ref:`bool<class_bool>` load_placeholder **)** |
  197. +-----------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  198. Signals
  199. -------
  200. .. _class_Node_signal_ready:
  201. - **ready** **(** **)**
  202. Emitted when the node is ready.
  203. ----
  204. .. _class_Node_signal_renamed:
  205. - **renamed** **(** **)**
  206. Emitted when the node is renamed.
  207. ----
  208. .. _class_Node_signal_tree_entered:
  209. - **tree_entered** **(** **)**
  210. Emitted when the node enters the tree.
  211. ----
  212. .. _class_Node_signal_tree_exited:
  213. - **tree_exited** **(** **)**
  214. Emitted after the node exits the tree and is no longer active.
  215. ----
  216. .. _class_Node_signal_tree_exiting:
  217. - **tree_exiting** **(** **)**
  218. 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).
  219. Enumerations
  220. ------------
  221. .. _enum_Node_PauseMode:
  222. .. _class_Node_constant_PAUSE_MODE_INHERIT:
  223. .. _class_Node_constant_PAUSE_MODE_STOP:
  224. .. _class_Node_constant_PAUSE_MODE_PROCESS:
  225. enum **PauseMode**:
  226. - **PAUSE_MODE_INHERIT** = **0** --- Inherits pause mode from the node's parent. For the root node, it is equivalent to :ref:`PAUSE_MODE_STOP<class_Node_constant_PAUSE_MODE_STOP>`. Default.
  227. - **PAUSE_MODE_STOP** = **1** --- Stop processing when the :ref:`SceneTree<class_SceneTree>` is paused.
  228. - **PAUSE_MODE_PROCESS** = **2** --- Continue to process regardless of the :ref:`SceneTree<class_SceneTree>` pause state.
  229. ----
  230. .. _enum_Node_DuplicateFlags:
  231. .. _class_Node_constant_DUPLICATE_SIGNALS:
  232. .. _class_Node_constant_DUPLICATE_GROUPS:
  233. .. _class_Node_constant_DUPLICATE_SCRIPTS:
  234. .. _class_Node_constant_DUPLICATE_USE_INSTANCING:
  235. enum **DuplicateFlags**:
  236. - **DUPLICATE_SIGNALS** = **1** --- Duplicate the node's signals.
  237. - **DUPLICATE_GROUPS** = **2** --- Duplicate the node's groups.
  238. - **DUPLICATE_SCRIPTS** = **4** --- Duplicate the node's scripts.
  239. - **DUPLICATE_USE_INSTANCING** = **8** --- Duplicate using instancing.
  240. Constants
  241. ---------
  242. .. _class_Node_constant_NOTIFICATION_ENTER_TREE:
  243. .. _class_Node_constant_NOTIFICATION_EXIT_TREE:
  244. .. _class_Node_constant_NOTIFICATION_MOVED_IN_PARENT:
  245. .. _class_Node_constant_NOTIFICATION_READY:
  246. .. _class_Node_constant_NOTIFICATION_PAUSED:
  247. .. _class_Node_constant_NOTIFICATION_UNPAUSED:
  248. .. _class_Node_constant_NOTIFICATION_PHYSICS_PROCESS:
  249. .. _class_Node_constant_NOTIFICATION_PROCESS:
  250. .. _class_Node_constant_NOTIFICATION_PARENTED:
  251. .. _class_Node_constant_NOTIFICATION_UNPARENTED:
  252. .. _class_Node_constant_NOTIFICATION_INSTANCED:
  253. .. _class_Node_constant_NOTIFICATION_DRAG_BEGIN:
  254. .. _class_Node_constant_NOTIFICATION_DRAG_END:
  255. .. _class_Node_constant_NOTIFICATION_PATH_CHANGED:
  256. .. _class_Node_constant_NOTIFICATION_TRANSLATION_CHANGED:
  257. .. _class_Node_constant_NOTIFICATION_INTERNAL_PROCESS:
  258. .. _class_Node_constant_NOTIFICATION_INTERNAL_PHYSICS_PROCESS:
  259. - **NOTIFICATION_ENTER_TREE** = **10** --- Notification received when the node enters a :ref:`SceneTree<class_SceneTree>`.
  260. - **NOTIFICATION_EXIT_TREE** = **11** --- Notification received when the node is about to exit a :ref:`SceneTree<class_SceneTree>`.
  261. - **NOTIFICATION_MOVED_IN_PARENT** = **12** --- Notification received when the node is moved in the parent.
  262. - **NOTIFICATION_READY** = **13** --- Notification received when the node is ready. See :ref:`_ready<class_Node_method__ready>`.
  263. - **NOTIFICATION_PAUSED** = **14** --- Notification received when the node is paused.
  264. - **NOTIFICATION_UNPAUSED** = **15** --- Notification received when the node is unpaused.
  265. - **NOTIFICATION_PHYSICS_PROCESS** = **16** --- Notification received every frame when the physics process flag is set (see :ref:`set_physics_process<class_Node_method_set_physics_process>`).
  266. - **NOTIFICATION_PROCESS** = **17** --- Notification received every frame when the process flag is set (see :ref:`set_process<class_Node_method_set_process>`).
  267. - **NOTIFICATION_PARENTED** = **18** --- Notification received when a node is set as a child of another node. Note that this doesn't mean that a node entered the :ref:`SceneTree<class_SceneTree>`.
  268. - **NOTIFICATION_UNPARENTED** = **19** --- Notification received when a node is unparented (parent removed it from the list of children).
  269. - **NOTIFICATION_INSTANCED** = **20** --- Notification received when the node is instanced.
  270. - **NOTIFICATION_DRAG_BEGIN** = **21** --- Notification received when a drag begins.
  271. - **NOTIFICATION_DRAG_END** = **22** --- Notification received when a drag ends.
  272. - **NOTIFICATION_PATH_CHANGED** = **23** --- Notification received when the node's :ref:`NodePath<class_NodePath>` changed.
  273. - **NOTIFICATION_TRANSLATION_CHANGED** = **24** --- 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 :ref:`Object.tr<class_Object_method_tr>`.
  274. - **NOTIFICATION_INTERNAL_PROCESS** = **25** --- Notification received every frame when the internal process flag is set (see :ref:`set_process_internal<class_Node_method_set_process_internal>`).
  275. - **NOTIFICATION_INTERNAL_PHYSICS_PROCESS** = **26** --- Notification received every frame when the internal physics process flag is set (see :ref:`set_physics_process_internal<class_Node_method_set_physics_process_internal>`).
  276. Description
  277. -----------
  278. 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.
  279. A tree of nodes is called a *scene*. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
  280. **Scene tree:** The :ref:`SceneTree<class_SceneTree>` contains the active tree of nodes. When a node is added to the scene tree, it receives the :ref:`NOTIFICATION_ENTER_TREE<class_Node_constant_NOTIFICATION_ENTER_TREE>` notification and its :ref:`_enter_tree<class_Node_method__enter_tree>` callback is triggered. Child nodes are always added *after* their parent node, i.e. the :ref:`_enter_tree<class_Node_method__enter_tree>` callback of a parent node will be triggered before its child's.
  281. Once all nodes have been added in the scene tree, they receive the :ref:`NOTIFICATION_READY<class_Node_constant_NOTIFICATION_READY>` notification and their respective :ref:`_ready<class_Node_method__ready>` callbacks are triggered. For groups of nodes, the :ref:`_ready<class_Node_method__ready>` callback is called in reverse order, starting with the children and moving up to the parent nodes.
  282. This means that when adding a node to the scene tree, the following order will be used for the callbacks: :ref:`_enter_tree<class_Node_method__enter_tree>` of the parent, :ref:`_enter_tree<class_Node_method__enter_tree>` of the children, :ref:`_ready<class_Node_method__ready>` of the children and finally :ref:`_ready<class_Node_method__ready>` of the parent (recursively for the entire scene tree).
  283. **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 :ref:`_process<class_Node_method__process>`, toggled with :ref:`set_process<class_Node_method_set_process>`) happens as fast as possible and is dependent on the frame rate, so the processing time *delta* is passed as an argument. Physics processing (callback :ref:`_physics_process<class_Node_method__physics_process>`, toggled with :ref:`set_physics_process<class_Node_method_set_physics_process>`) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
  284. Nodes can also process input events. When present, the :ref:`_input<class_Node_method__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 :ref:`_unhandled_input<class_Node_method__unhandled_input>` function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI :ref:`Control<class_Control>` nodes), ensuring that the node only receives the events that were meant for it.
  285. To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the :ref:`owner<class_Node_property_owner>` property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
  286. Finally, when a node is freed with :ref:`Object.free<class_Object_method_free>` or :ref:`queue_free<class_Node_method_queue_free>`, it will also free all its children.
  287. **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 :ref:`add_to_group<class_Node_method_add_to_group>`, :ref:`is_in_group<class_Node_method_is_in_group>` and :ref:`remove_from_group<class_Node_method_remove_from_group>`. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on :ref:`SceneTree<class_SceneTree>`.
  288. **Networking with nodes:** After connecting to a server (or making one, see :ref:`NetworkedMultiplayerENet<class_NetworkedMultiplayerENet>`) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling :ref:`rpc<class_Node_method_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 :ref:`NodePath<class_NodePath>` (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.
  289. Tutorials
  290. ---------
  291. - :doc:`../getting_started/step_by_step/scenes_and_nodes`
  292. Property Descriptions
  293. ---------------------
  294. .. _class_Node_property_custom_multiplayer:
  295. - :ref:`MultiplayerAPI<class_MultiplayerAPI>` **custom_multiplayer**
  296. +----------+-------------------------------+
  297. | *Setter* | set_custom_multiplayer(value) |
  298. +----------+-------------------------------+
  299. | *Getter* | get_custom_multiplayer() |
  300. +----------+-------------------------------+
  301. The override to the default :ref:`MultiplayerAPI<class_MultiplayerAPI>`. Set to null to use the default SceneTree one.
  302. ----
  303. .. _class_Node_property_filename:
  304. - :ref:`String<class_String>` **filename**
  305. +----------+---------------------+
  306. | *Setter* | set_filename(value) |
  307. +----------+---------------------+
  308. | *Getter* | get_filename() |
  309. +----------+---------------------+
  310. When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
  311. ----
  312. .. _class_Node_property_multiplayer:
  313. - :ref:`MultiplayerAPI<class_MultiplayerAPI>` **multiplayer**
  314. +----------+-------------------+
  315. | *Getter* | get_multiplayer() |
  316. +----------+-------------------+
  317. The :ref:`MultiplayerAPI<class_MultiplayerAPI>` instance associated with this node. Either the :ref:`custom_multiplayer<class_Node_property_custom_multiplayer>`, or the default SceneTree one (if inside tree).
  318. ----
  319. .. _class_Node_property_name:
  320. - :ref:`String<class_String>` **name**
  321. +----------+-----------------+
  322. | *Setter* | set_name(value) |
  323. +----------+-----------------+
  324. | *Getter* | get_name() |
  325. +----------+-----------------+
  326. 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
  327. ----
  328. .. _class_Node_property_owner:
  329. - :ref:`Node<class_Node>` **owner**
  330. +----------+------------------+
  331. | *Setter* | set_owner(value) |
  332. +----------+------------------+
  333. | *Getter* | get_owner() |
  334. +----------+------------------+
  335. The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using :ref:`PackedScene<class_PackedScene>`) all the nodes it owns will be saved with it. This allows for the creation of complex :ref:`SceneTree<class_SceneTree>`\ s, with instancing and subinstancing.
  336. ----
  337. .. _class_Node_property_pause_mode:
  338. - :ref:`PauseMode<enum_Node_PauseMode>` **pause_mode**
  339. +----------+-----------------------+
  340. | *Setter* | set_pause_mode(value) |
  341. +----------+-----------------------+
  342. | *Getter* | get_pause_mode() |
  343. +----------+-----------------------+
  344. Pause mode. How the node will behave if the :ref:`SceneTree<class_SceneTree>` is paused.
  345. Method Descriptions
  346. -------------------
  347. .. _class_Node_method__enter_tree:
  348. - void **_enter_tree** **(** **)** virtual
  349. Called when the node enters the :ref:`SceneTree<class_SceneTree>` (e.g. upon instancing, scene changing, or after calling :ref:`add_child<class_Node_method_add_child>` in a script). If the node has children, its :ref:`_enter_tree<class_Node_method__enter_tree>` callback will be called first, and then that of the children.
  350. Corresponds to the :ref:`NOTIFICATION_ENTER_TREE<class_Node_constant_NOTIFICATION_ENTER_TREE>` notification in :ref:`Object._notification<class_Object_method__notification>`.
  351. ----
  352. .. _class_Node_method__exit_tree:
  353. - void **_exit_tree** **(** **)** virtual
  354. Called when the node is about to leave the :ref:`SceneTree<class_SceneTree>` (e.g. upon freeing, scene changing, or after calling :ref:`remove_child<class_Node_method_remove_child>` in a script). If the node has children, its :ref:`_exit_tree<class_Node_method__exit_tree>` callback will be called last, after all its children have left the tree.
  355. Corresponds to the :ref:`NOTIFICATION_EXIT_TREE<class_Node_constant_NOTIFICATION_EXIT_TREE>` notification in :ref:`Object._notification<class_Object_method__notification>` and signal :ref:`tree_exiting<class_Node_signal_tree_exiting>`. To get notified when the node has already left the active tree, connect to the :ref:`tree_exited<class_Node_signal_tree_exited>`
  356. ----
  357. .. _class_Node_method__get_configuration_warning:
  358. - :ref:`String<class_String>` **_get_configuration_warning** **(** **)** virtual
  359. The string returned from this method is displayed as a warning in the "Scene Dock" if the script that overrides it is a ``tool`` script.
  360. Returning an empty string produces no warning.
  361. ----
  362. .. _class_Node_method__input:
  363. - void **_input** **(** :ref:`InputEvent<class_InputEvent>` event **)** virtual
  364. Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
  365. It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process_input<class_Node_method_set_process_input>`.
  366. To consume the input event and stop it propagating further to other nodes, :ref:`SceneTree.set_input_as_handled<class_SceneTree_method_set_input_as_handled>` can be called.
  367. For gameplay input, :ref:`_unhandled_input<class_Node_method__unhandled_input>` and :ref:`_unhandled_key_input<class_Node_method__unhandled_key_input>` are usually a better fit as they allow the GUI to intercept the events first.
  368. ----
  369. .. _class_Node_method__physics_process:
  370. - void **_physics_process** **(** :ref:`float<class_float>` delta **)** virtual
  371. Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the ``delta`` variable should be constant.
  372. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_physics_process<class_Node_method_set_physics_process>`.
  373. Corresponds to the :ref:`NOTIFICATION_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_PHYSICS_PROCESS>` notification in :ref:`Object._notification<class_Object_method__notification>`.
  374. ----
  375. .. _class_Node_method__process:
  376. - void **_process** **(** :ref:`float<class_float>` delta **)** virtual
  377. Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the ``delta`` time since the previous frame is not constant.
  378. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process<class_Node_method_set_process>`.
  379. Corresponds to the :ref:`NOTIFICATION_PROCESS<class_Node_constant_NOTIFICATION_PROCESS>` notification in :ref:`Object._notification<class_Object_method__notification>`.
  380. ----
  381. .. _class_Node_method__ready:
  382. - void **_ready** **(** **)** virtual
  383. Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their :ref:`_ready<class_Node_method__ready>` callbacks get triggered first, and the parent node will receive the ready notification afterwards.
  384. Corresponds to the :ref:`NOTIFICATION_READY<class_Node_constant_NOTIFICATION_READY>` notification in :ref:`Object._notification<class_Object_method__notification>`. See also the ``onready`` keyword for variables.
  385. Usually used for initialization. For even earlier initialization, :ref:`Object._init<class_Object_method__init>` may be used. See also :ref:`_enter_tree<class_Node_method__enter_tree>`.
  386. **Note:** :ref:`_ready<class_Node_method__ready>` may be called only once for each node. After removing a node from the scene tree and adding again, ``_ready`` will not be called for the second time. This can be bypassed with requesting another call with :ref:`request_ready<class_Node_method_request_ready>`, which may be called anywhere before adding the node again.
  387. ----
  388. .. _class_Node_method__unhandled_input:
  389. - void **_unhandled_input** **(** :ref:`InputEvent<class_InputEvent>` event **)** virtual
  390. Called when an :ref:`InputEvent<class_InputEvent>` hasn't been consumed by :ref:`_input<class_Node_method__input>` or any GUI. The input event propagates up through the node tree until a node consumes it.
  391. It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process_unhandled_input<class_Node_method_set_process_unhandled_input>`.
  392. To consume the input event and stop it propagating further to other nodes, :ref:`SceneTree.set_input_as_handled<class_SceneTree_method_set_input_as_handled>` can be called.
  393. For gameplay input, this and :ref:`_unhandled_key_input<class_Node_method__unhandled_key_input>` are usually a better fit than :ref:`_input<class_Node_method__input>` as they allow the GUI to intercept the events first.
  394. ----
  395. .. _class_Node_method__unhandled_key_input:
  396. - void **_unhandled_key_input** **(** :ref:`InputEventKey<class_InputEventKey>` event **)** virtual
  397. Called when an :ref:`InputEventKey<class_InputEventKey>` hasn't been consumed by :ref:`_input<class_Node_method__input>` or any GUI. The input event propagates up through the node tree until a node consumes it.
  398. It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with :ref:`set_process_unhandled_key_input<class_Node_method_set_process_unhandled_key_input>`.
  399. To consume the input event and stop it propagating further to other nodes, :ref:`SceneTree.set_input_as_handled<class_SceneTree_method_set_input_as_handled>` can be called.
  400. For gameplay input, this and :ref:`_unhandled_input<class_Node_method__unhandled_input>` are usually a better fit than :ref:`_input<class_Node_method__input>` as they allow the GUI to intercept the events first.
  401. ----
  402. .. _class_Node_method_add_child:
  403. - void **add_child** **(** :ref:`Node<class_Node>` node, :ref:`bool<class_bool>` legible_unique_name=false **)**
  404. 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.
  405. Setting ``legible_unique_name`` to ``true`` creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.
  406. ----
  407. .. _class_Node_method_add_child_below_node:
  408. - void **add_child_below_node** **(** :ref:`Node<class_Node>` node, :ref:`Node<class_Node>` child_node, :ref:`bool<class_bool>` legible_unique_name=false **)**
  409. Adds a child node. The child is placed below the given node in the list of children.
  410. Setting ``legible_unique_name`` to ``true`` creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.
  411. ----
  412. .. _class_Node_method_add_to_group:
  413. - void **add_to_group** **(** :ref:`String<class_String>` group, :ref:`bool<class_bool>` persistent=false **)**
  414. Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see :ref:`is_inside_tree<class_Node_method_is_inside_tree>`). See notes in the description, and the group methods in :ref:`SceneTree<class_SceneTree>`.
  415. The ``persistent`` option is used when packing node to :ref:`PackedScene<class_PackedScene>` and saving to file. Non-persistent groups aren't stored.
  416. ----
  417. .. _class_Node_method_can_process:
  418. - :ref:`bool<class_bool>` **can_process** **(** **)** const
  419. Returns ``true`` if the node can process while the scene tree is paused (see :ref:`pause_mode<class_Node_property_pause_mode>`). Always returns ``true`` if the scene tree is not paused, and ``false`` if the node is not in the tree.
  420. ----
  421. .. _class_Node_method_duplicate:
  422. - :ref:`Node<class_Node>` **duplicate** **(** :ref:`int<class_int>` flags=15 **)** const
  423. Duplicates the node, returning a new node.
  424. You can fine-tune the behavior using the ``flags`` (see :ref:`DuplicateFlags<enum_Node_DuplicateFlags>`).
  425. ----
  426. .. _class_Node_method_find_node:
  427. - :ref:`Node<class_Node>` **find_node** **(** :ref:`String<class_String>` mask, :ref:`bool<class_bool>` recursive=true, :ref:`bool<class_bool>` owned=true **)** const
  428. Finds a descendant of this node whose name matches ``mask`` as in :ref:`String.match<class_String_method_match>` (i.e. case sensitive, but '\*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
  429. If ``owned`` is ``true``, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through script, because those scenes don't have an owner.
  430. ----
  431. .. _class_Node_method_find_parent:
  432. - :ref:`Node<class_Node>` **find_parent** **(** :ref:`String<class_String>` mask **)** const
  433. Finds the first parent of the current node whose name matches ``mask`` as in :ref:`String.match<class_String_method_match>` (i.e. case sensitive, but '\*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
  434. ----
  435. .. _class_Node_method_get_child:
  436. - :ref:`Node<class_Node>` **get_child** **(** :ref:`int<class_int>` idx **)** const
  437. Returns a child node by its index (see :ref:`get_child_count<class_Node_method_get_child_count>`). This method is often used for iterating all children of a node.
  438. To access a child node via its name, use :ref:`get_node<class_Node_method_get_node>`.
  439. ----
  440. .. _class_Node_method_get_child_count:
  441. - :ref:`int<class_int>` **get_child_count** **(** **)** const
  442. Returns the number of child nodes.
  443. ----
  444. .. _class_Node_method_get_children:
  445. - :ref:`Array<class_Array>` **get_children** **(** **)** const
  446. Returns an array of references to node's children.
  447. ----
  448. .. _class_Node_method_get_groups:
  449. - :ref:`Array<class_Array>` **get_groups** **(** **)** const
  450. Returns an array listing the groups that the node is a member of.
  451. ----
  452. .. _class_Node_method_get_index:
  453. - :ref:`int<class_int>` **get_index** **(** **)** const
  454. Returns the node's index, i.e. its position among the siblings of its parent.
  455. ----
  456. .. _class_Node_method_get_network_master:
  457. - :ref:`int<class_int>` **get_network_master** **(** **)** const
  458. Returns the peer ID of the network master for this node. See :ref:`set_network_master<class_Node_method_set_network_master>`.
  459. ----
  460. .. _class_Node_method_get_node:
  461. - :ref:`Node<class_Node>` **get_node** **(** :ref:`NodePath<class_NodePath>` path **)** const
  462. Fetches a node. The :ref:`NodePath<class_NodePath>` can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a ``null instance`` is returned and attempts to access it will result in an "Attempt to call <method> on a null instance." error.
  463. **Note:** Fetching absolute paths only works when the node is inside the scene tree (see :ref:`is_inside_tree<class_Node_method_is_inside_tree>`).
  464. **Example:** Assume your current node is Character and the following tree:
  465. ::
  466. /root
  467. /root/Character
  468. /root/Character/Sword
  469. /root/Character/Backpack/Dagger
  470. /root/MyGame
  471. /root/Swamp/Alligator
  472. /root/Swamp/Mosquito
  473. /root/Swamp/Goblin
  474. Possible paths are:
  475. ::
  476. get_node("Sword")
  477. get_node("Backpack/Dagger")
  478. get_node("../Swamp/Alligator")
  479. get_node("/root/MyGame")
  480. ----
  481. .. _class_Node_method_get_node_and_resource:
  482. - :ref:`Array<class_Array>` **get_node_and_resource** **(** :ref:`NodePath<class_NodePath>` path **)**
  483. ----
  484. .. _class_Node_method_get_node_or_null:
  485. - :ref:`Node<class_Node>` **get_node_or_null** **(** :ref:`NodePath<class_NodePath>` path **)** const
  486. Similar to :ref:`get_node<class_Node_method_get_node>`, but does not raise an error when ``path`` does not point to a valid ``Node``.
  487. ----
  488. .. _class_Node_method_get_parent:
  489. - :ref:`Node<class_Node>` **get_parent** **(** **)** const
  490. Returns the parent node of the current node, or an empty ``Node`` if the node lacks a parent.
  491. ----
  492. .. _class_Node_method_get_path:
  493. - :ref:`NodePath<class_NodePath>` **get_path** **(** **)** const
  494. Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see :ref:`is_inside_tree<class_Node_method_is_inside_tree>`).
  495. ----
  496. .. _class_Node_method_get_path_to:
  497. - :ref:`NodePath<class_NodePath>` **get_path_to** **(** :ref:`Node<class_Node>` node **)** const
  498. Returns the relative :ref:`NodePath<class_NodePath>` from this node to the specified ``node``. Both nodes must be in the same scene or the function will fail.
  499. ----
  500. .. _class_Node_method_get_physics_process_delta_time:
  501. - :ref:`float<class_float>` **get_physics_process_delta_time** **(** **)** const
  502. Returns the time elapsed since the last physics-bound frame (see :ref:`_physics_process<class_Node_method__physics_process>`). This is always a constant value in physics processing unless the frames per second is changed via :ref:`Engine.target_fps<class_Engine_property_target_fps>`.
  503. ----
  504. .. _class_Node_method_get_position_in_parent:
  505. - :ref:`int<class_int>` **get_position_in_parent** **(** **)** const
  506. Returns the node's order in the scene tree branch. For example, if called on the first child node the position is ``0``.
  507. ----
  508. .. _class_Node_method_get_process_delta_time:
  509. - :ref:`float<class_float>` **get_process_delta_time** **(** **)** const
  510. Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
  511. ----
  512. .. _class_Node_method_get_scene_instance_load_placeholder:
  513. - :ref:`bool<class_bool>` **get_scene_instance_load_placeholder** **(** **)** const
  514. Returns ``true`` if this is an instance load placeholder. See :ref:`InstancePlaceholder<class_InstancePlaceholder>`.
  515. ----
  516. .. _class_Node_method_get_tree:
  517. - :ref:`SceneTree<class_SceneTree>` **get_tree** **(** **)** const
  518. Returns the :ref:`SceneTree<class_SceneTree>` that contains this node.
  519. ----
  520. .. _class_Node_method_get_viewport:
  521. - :ref:`Viewport<class_Viewport>` **get_viewport** **(** **)** const
  522. Returns the node's :ref:`Viewport<class_Viewport>`.
  523. ----
  524. .. _class_Node_method_has_node:
  525. - :ref:`bool<class_bool>` **has_node** **(** :ref:`NodePath<class_NodePath>` path **)** const
  526. Returns ``true`` if the node that the :ref:`NodePath<class_NodePath>` points to exists.
  527. ----
  528. .. _class_Node_method_has_node_and_resource:
  529. - :ref:`bool<class_bool>` **has_node_and_resource** **(** :ref:`NodePath<class_NodePath>` path **)** const
  530. ----
  531. .. _class_Node_method_is_a_parent_of:
  532. - :ref:`bool<class_bool>` **is_a_parent_of** **(** :ref:`Node<class_Node>` node **)** const
  533. Returns ``true`` if the given node is a direct or indirect child of the current node.
  534. ----
  535. .. _class_Node_method_is_displayed_folded:
  536. - :ref:`bool<class_bool>` **is_displayed_folded** **(** **)** const
  537. Returns ``true`` if the node is folded (collapsed) in the Scene dock.
  538. ----
  539. .. _class_Node_method_is_greater_than:
  540. - :ref:`bool<class_bool>` **is_greater_than** **(** :ref:`Node<class_Node>` node **)** const
  541. Returns ``true`` if the given node occurs later in the scene hierarchy than the current node.
  542. ----
  543. .. _class_Node_method_is_in_group:
  544. - :ref:`bool<class_bool>` **is_in_group** **(** :ref:`String<class_String>` group **)** const
  545. Returns ``true`` if this node is in the specified group. See notes in the description, and the group methods in :ref:`SceneTree<class_SceneTree>`.
  546. ----
  547. .. _class_Node_method_is_inside_tree:
  548. - :ref:`bool<class_bool>` **is_inside_tree** **(** **)** const
  549. Returns ``true`` if this node is currently inside a :ref:`SceneTree<class_SceneTree>`.
  550. ----
  551. .. _class_Node_method_is_network_master:
  552. - :ref:`bool<class_bool>` **is_network_master** **(** **)** const
  553. Returns ``true`` if the local system is the master of this node.
  554. ----
  555. .. _class_Node_method_is_physics_processing:
  556. - :ref:`bool<class_bool>` **is_physics_processing** **(** **)** const
  557. Returns ``true`` if physics processing is enabled (see :ref:`set_physics_process<class_Node_method_set_physics_process>`).
  558. ----
  559. .. _class_Node_method_is_physics_processing_internal:
  560. - :ref:`bool<class_bool>` **is_physics_processing_internal** **(** **)** const
  561. Returns ``true`` if internal physics processing is enabled (see :ref:`set_physics_process_internal<class_Node_method_set_physics_process_internal>`).
  562. ----
  563. .. _class_Node_method_is_processing:
  564. - :ref:`bool<class_bool>` **is_processing** **(** **)** const
  565. Returns ``true`` if processing is enabled (see :ref:`set_process<class_Node_method_set_process>`).
  566. ----
  567. .. _class_Node_method_is_processing_input:
  568. - :ref:`bool<class_bool>` **is_processing_input** **(** **)** const
  569. Returns ``true`` if the node is processing input (see :ref:`set_process_input<class_Node_method_set_process_input>`).
  570. ----
  571. .. _class_Node_method_is_processing_internal:
  572. - :ref:`bool<class_bool>` **is_processing_internal** **(** **)** const
  573. Returns ``true`` if internal processing is enabled (see :ref:`set_process_internal<class_Node_method_set_process_internal>`).
  574. ----
  575. .. _class_Node_method_is_processing_unhandled_input:
  576. - :ref:`bool<class_bool>` **is_processing_unhandled_input** **(** **)** const
  577. Returns ``true`` if the node is processing unhandled input (see :ref:`set_process_unhandled_input<class_Node_method_set_process_unhandled_input>`).
  578. ----
  579. .. _class_Node_method_is_processing_unhandled_key_input:
  580. - :ref:`bool<class_bool>` **is_processing_unhandled_key_input** **(** **)** const
  581. Returns ``true`` if the node is processing unhandled key input (see :ref:`set_process_unhandled_key_input<class_Node_method_set_process_unhandled_key_input>`).
  582. ----
  583. .. _class_Node_method_move_child:
  584. - void **move_child** **(** :ref:`Node<class_Node>` child_node, :ref:`int<class_int>` to_position **)**
  585. 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.
  586. ----
  587. .. _class_Node_method_print_stray_nodes:
  588. - void **print_stray_nodes** **(** **)**
  589. Prints all stray nodes (nodes outside the :ref:`SceneTree<class_SceneTree>`). Used for debugging. Works only in debug builds.
  590. ----
  591. .. _class_Node_method_print_tree:
  592. - void **print_tree** **(** **)**
  593. Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the :ref:`get_node<class_Node_method_get_node>` function. Example output:
  594. ::
  595. TheGame
  596. TheGame/Menu
  597. TheGame/Menu/Label
  598. TheGame/Menu/Camera2D
  599. TheGame/SplashScreen
  600. TheGame/SplashScreen/Camera2D
  601. ----
  602. .. _class_Node_method_print_tree_pretty:
  603. - void **print_tree_pretty** **(** **)**
  604. Similar to :ref:`print_tree<class_Node_method_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:
  605. ::
  606. ┖╴TheGame
  607. ┠╴Menu
  608. ┃ ┠╴Label
  609. ┃ ┖╴Camera2D
  610. ┖-SplashScreen
  611. ┖╴Camera2D
  612. ----
  613. .. _class_Node_method_propagate_call:
  614. - void **propagate_call** **(** :ref:`String<class_String>` method, :ref:`Array<class_Array>` args=[ ], :ref:`bool<class_bool>` parent_first=false **)**
  615. Calls the given method (if present) with the arguments given in ``args`` on this node and recursively on all its children. If the ``parent_first`` argument is ``true`` then the method will be called on the current node first, then on all children. If it is ``false`` then the children will be called first.
  616. ----
  617. .. _class_Node_method_propagate_notification:
  618. - void **propagate_notification** **(** :ref:`int<class_int>` what **)**
  619. Notifies the current node and all its children recursively by calling :ref:`Object.notification<class_Object_method_notification>` on all of them.
  620. ----
  621. .. _class_Node_method_queue_free:
  622. - void **queue_free** **(** **)**
  623. Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to :ref:`Object.free<class_Object_method_free>`. Use :ref:`Object.is_queued_for_deletion<class_Object_method_is_queued_for_deletion>` to check whether a node will be deleted at the end of the frame.
  624. ----
  625. .. _class_Node_method_raise:
  626. - void **raise** **(** **)**
  627. Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs (:ref:`Control<class_Control>` nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using ``raise``, a Control will be drawn on top of their siblings.
  628. ----
  629. .. _class_Node_method_remove_and_skip:
  630. - void **remove_and_skip** **(** **)**
  631. 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.
  632. ----
  633. .. _class_Node_method_remove_child:
  634. - void **remove_child** **(** :ref:`Node<class_Node>` node **)**
  635. Removes a child node. The node is NOT deleted and must be deleted manually.
  636. ----
  637. .. _class_Node_method_remove_from_group:
  638. - void **remove_from_group** **(** :ref:`String<class_String>` group **)**
  639. Removes a node from a group. See notes in the description, and the group methods in :ref:`SceneTree<class_SceneTree>`.
  640. ----
  641. .. _class_Node_method_replace_by:
  642. - void **replace_by** **(** :ref:`Node<class_Node>` node, :ref:`bool<class_bool>` keep_data=false **)**
  643. Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
  644. ----
  645. .. _class_Node_method_request_ready:
  646. - void **request_ready** **(** **)**
  647. Requests that ``_ready`` be 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 :ref:`_ready<class_Node_method__ready>`). ``_ready`` is 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 ``_ready`` too (in which case, ``_ready`` will be called in the same order as it would normally).
  648. ----
  649. .. _class_Node_method_rpc:
  650. - :ref:`Variant<class_Variant>` **rpc** **(** :ref:`String<class_String>` method, ... **)** vararg
  651. Sends a remote procedure call request for the given ``method`` to 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 :ref:`NodePath<class_NodePath>`, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see :ref:`rpc_config<class_Node_method_rpc_config>`. Methods are not exposed to RPCs by default. Also see :ref:`rset<class_Node_method_rset>` and :ref:`rset_config<class_Node_method_rset_config>` for properties. Returns an empty :ref:`Variant<class_Variant>`. Note that you can only safely use RPCs on clients after you received the ``connected_to_server`` signal from the :ref:`SceneTree<class_SceneTree>`. You also need to keep track of the connection state, either by the :ref:`SceneTree<class_SceneTree>` signals like ``server_disconnected`` or by checking ``SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED``.
  652. ----
  653. .. _class_Node_method_rpc_config:
  654. - void **rpc_config** **(** :ref:`String<class_String>` method, :ref:`RPCMode<enum_MultiplayerAPI_RPCMode>` mode **)**
  655. Changes the RPC mode for the given ``method`` to the given ``mode``. See :ref:`RPCMode<enum_MultiplayerAPI_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). Also see :ref:`rset<class_Node_method_rset>` and :ref:`rset_config<class_Node_method_rset_config>` for properties.
  656. ----
  657. .. _class_Node_method_rpc_id:
  658. - :ref:`Variant<class_Variant>` **rpc_id** **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` method, ... **)** vararg
  659. Sends a :ref:`rpc<class_Node_method_rpc>` to a specific peer identified by ``peer_id`` (see :ref:`NetworkedMultiplayerPeer.set_target_peer<class_NetworkedMultiplayerPeer_method_set_target_peer>`). Returns an empty :ref:`Variant<class_Variant>`.
  660. ----
  661. .. _class_Node_method_rpc_unreliable:
  662. - :ref:`Variant<class_Variant>` **rpc_unreliable** **(** :ref:`String<class_String>` method, ... **)** vararg
  663. Sends a :ref:`rpc<class_Node_method_rpc>` using an unreliable protocol. Returns an empty :ref:`Variant<class_Variant>`.
  664. ----
  665. .. _class_Node_method_rpc_unreliable_id:
  666. - :ref:`Variant<class_Variant>` **rpc_unreliable_id** **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` method, ... **)** vararg
  667. Sends a :ref:`rpc<class_Node_method_rpc>` to a specific peer identified by ``peer_id`` using an unreliable protocol (see :ref:`NetworkedMultiplayerPeer.set_target_peer<class_NetworkedMultiplayerPeer_method_set_target_peer>`). Returns an empty :ref:`Variant<class_Variant>`.
  668. ----
  669. .. _class_Node_method_rset:
  670. - void **rset** **(** :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)**
  671. Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see :ref:`rset_config<class_Node_method_rset_config>`. Also see :ref:`rpc<class_Node_method_rpc>` for RPCs for methods, most information applies to this method as well.
  672. ----
  673. .. _class_Node_method_rset_config:
  674. - void **rset_config** **(** :ref:`String<class_String>` property, :ref:`RPCMode<enum_MultiplayerAPI_RPCMode>` mode **)**
  675. Changes the RPC mode for the given ``property`` to the given ``mode``. See :ref:`RPCMode<enum_MultiplayerAPI_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). Also see :ref:`rpc<class_Node_method_rpc>` and :ref:`rpc_config<class_Node_method_rpc_config>` for methods.
  676. ----
  677. .. _class_Node_method_rset_id:
  678. - void **rset_id** **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)**
  679. Remotely changes the property's value on a specific peer identified by ``peer_id`` (see :ref:`NetworkedMultiplayerPeer.set_target_peer<class_NetworkedMultiplayerPeer_method_set_target_peer>`).
  680. ----
  681. .. _class_Node_method_rset_unreliable:
  682. - void **rset_unreliable** **(** :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)**
  683. Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
  684. ----
  685. .. _class_Node_method_rset_unreliable_id:
  686. - void **rset_unreliable_id** **(** :ref:`int<class_int>` peer_id, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)**
  687. Remotely changes property's value on a specific peer identified by ``peer_id`` using an unreliable protocol (see :ref:`NetworkedMultiplayerPeer.set_target_peer<class_NetworkedMultiplayerPeer_method_set_target_peer>`).
  688. ----
  689. .. _class_Node_method_set_display_folded:
  690. - void **set_display_folded** **(** :ref:`bool<class_bool>` fold **)**
  691. Sets the folded state of the node in the Scene dock.
  692. ----
  693. .. _class_Node_method_set_network_master:
  694. - void **set_network_master** **(** :ref:`int<class_int>` id, :ref:`bool<class_bool>` recursive=true **)**
  695. Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the ``master`` and ``puppet`` keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If ``recursive``, the given peer is recursively set as the master for all children of this node.
  696. ----
  697. .. _class_Node_method_set_physics_process:
  698. - void **set_physics_process** **(** :ref:`bool<class_bool>` enable **)**
  699. Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a :ref:`NOTIFICATION_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_PHYSICS_PROCESS>` at a fixed (usually 60 FPS, see :ref:`Engine.target_fps<class_Engine_property_target_fps>` to change) interval (and the :ref:`_physics_process<class_Node_method__physics_process>` callback will be called if exists). Enabled automatically if :ref:`_physics_process<class_Node_method__physics_process>` is overridden. Any calls to this before :ref:`_ready<class_Node_method__ready>` will be ignored.
  700. ----
  701. .. _class_Node_method_set_physics_process_internal:
  702. - void **set_physics_process_internal** **(** :ref:`bool<class_bool>` enable **)**
  703. Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal :ref:`_physics_process<class_Node_method__physics_process>` calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (:ref:`set_physics_process<class_Node_method_set_physics_process>`). Only useful for advanced uses to manipulate built-in nodes behavior.
  704. ----
  705. .. _class_Node_method_set_process:
  706. - void **set_process** **(** :ref:`bool<class_bool>` enable **)**
  707. Enables or disables processing. When a node is being processed, it will receive a :ref:`NOTIFICATION_PROCESS<class_Node_constant_NOTIFICATION_PROCESS>` on every drawn frame (and the :ref:`_process<class_Node_method__process>` callback will be called if exists). Enabled automatically if :ref:`_process<class_Node_method__process>` is overridden. Any calls to this before :ref:`_ready<class_Node_method__ready>` will be ignored.
  708. ----
  709. .. _class_Node_method_set_process_input:
  710. - void **set_process_input** **(** :ref:`bool<class_bool>` enable **)**
  711. Enables or disables input processing. This is not required for GUI controls! Enabled automatically if :ref:`_input<class_Node_method__input>` is overridden. Any calls to this before :ref:`_ready<class_Node_method__ready>` will be ignored.
  712. ----
  713. .. _class_Node_method_set_process_internal:
  714. - void **set_process_internal** **(** :ref:`bool<class_bool>` enable **)**
  715. Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal :ref:`_process<class_Node_method__process>` calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (:ref:`set_process<class_Node_method_set_process>`). Only useful for advanced uses to manipulate built-in nodes behavior.
  716. ----
  717. .. _class_Node_method_set_process_priority:
  718. - void **set_process_priority** **(** :ref:`int<class_int>` priority **)**
  719. Sets the node's priority in the execution order of the enabled processing callbacks (i.e. :ref:`NOTIFICATION_PROCESS<class_Node_constant_NOTIFICATION_PROCESS>`, :ref:`NOTIFICATION_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_PHYSICS_PROCESS>` and their internal counterparts). Nodes with a higher process priority will have their processing callbacks executed first.
  720. ----
  721. .. _class_Node_method_set_process_unhandled_input:
  722. - void **set_process_unhandled_input** **(** :ref:`bool<class_bool>` enable **)**
  723. Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a :ref:`Control<class_Control>`). Enabled automatically if :ref:`_unhandled_input<class_Node_method__unhandled_input>` is overridden. Any calls to this before :ref:`_ready<class_Node_method__ready>` will be ignored.
  724. ----
  725. .. _class_Node_method_set_process_unhandled_key_input:
  726. - void **set_process_unhandled_key_input** **(** :ref:`bool<class_bool>` enable **)**
  727. Enables unhandled key input processing. Enabled automatically if :ref:`_unhandled_key_input<class_Node_method__unhandled_key_input>` is overridden. Any calls to this before :ref:`_ready<class_Node_method__ready>` will be ignored.
  728. ----
  729. .. _class_Node_method_set_scene_instance_load_placeholder:
  730. - void **set_scene_instance_load_placeholder** **(** :ref:`bool<class_bool>` load_placeholder **)**
  731. Sets whether this is an instance load placeholder. See :ref:`InstancePlaceholder<class_InstancePlaceholder>`.