SceneTree

    Category: Core

    Manages the game loop via a hierarchy of nodes.

    Properties

    Methods

    call_group ( group, String method, … ) vararg
    call_group_flags ( flags, String group, method, … ) vararg
    Error ( String path )
    change_scene_to ( packed_scene )
    SceneTreeTimer ( float time_sec, pause_mode_process=true )
    int ( ) const
    PoolIntArray ( ) const
    int ( ) const
    int ( ) const
    Array ( String group )
    get_rpc_sender_id ( ) const
    has_group ( name ) const
    bool ( ) const
    bool ( )
    bool ( ) const
    voidnotify_group ( group, int notification )
    void ( int call_flags, group, int notification )
    void ( Object obj )
    void ( )
    Error ( )
    voidset_auto_accept_quit ( enabled )
    voidset_group ( group, String property, value )
    voidset_group_flags ( call_flags, String group, property, Variant value )
    void ( )
    voidset_quit_on_go_back ( enabled )
    voidset_screen_stretch ( mode, StretchAspect aspect, minsize, float shrink=1 )
    • connected_to_server ( )

    Emitted whenever this ’s successfully connected to a server. Only emitted on clients.


    • connection_failed ( )

    Emitted whenever this SceneTree’s network_peer fails to establish a connection to a server. Only emitted on clients.


    • files_dropped ( files, int screen )

    Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.


    • idle_frame ( )

    Emitted immediately before is called on every node in the SceneTree.


    • network_peer_connected ( int id )

    Emitted whenever this SceneTree’s connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).


    • network_peer_disconnected ( int id )

    Emitted whenever this SceneTree’s disconnects from a peer. Clients get notified when other clients disconnect from the same server.


    • node_added ( Node node )

    Emitted whenever a node is added to the SceneTree.


    • node_configuration_warning_changed ( node )

    Emitted when a node’s configuration changed. Only emitted in tool mode.


    • node_removed ( Node node )

    Emitted whenever a node is removed from the SceneTree.


    • physics_frame ( )

    Emitted immediately before is called on every node in the SceneTree.


    • screen_resized ( )

    Emitted whenever the screen resolution (fullscreen) or window size (windowed) changes.


    • server_disconnected ( )

    Emitted whenever this SceneTree’s network_peer disconnected from server. Only emitted on clients.


    • tree_changed ( )

    Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.).

    Enumerations

    enum GroupCallFlags:

    • GROUP_CALL_DEFAULT = 0 — Call a group with no flags (default).
    • GROUP_CALL_REVERSE = 1 — Call a group in reverse scene order.
    • GROUP_CALL_UNIQUE = 4 — Call a group only once even if the call is executed many times.

    enum StretchMode:

    • STRETCH_MODE_DISABLED = 0 — No stretching.
    • STRETCH_MODE_2D = 1 — Render stretching in higher resolution (interpolated).
    • STRETCH_MODE_VIEWPORT = 2 — Keep the specified display resolution. No interpolation. Content may appear pixelated.

    enum StretchAspect:

    • STRETCH_ASPECT_IGNORE = 0 — Fill the window with the content stretched to cover excessive space. Content may appear elongated.
    • STRETCH_ASPECT_KEEP = 1 — Retain the same aspect ratio by padding with black bars in either axes. No expansion of content.
    • STRETCH_ASPECT_KEEP_WIDTH = 2 — Expand vertically. Left/right black bars may appear if the window is too wide.
    • STRETCH_ASPECT_KEEP_HEIGHT = 3 — Expand horizontally. Top/bottom black bars may appear if the window is too tall.
    • STRETCH_ASPECT_EXPAND = 4 — Expand in both directions, retaining the same aspect ratio. No black bars.

    Description

    As one of the most important classes, the SceneTree manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.

    You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a “enemy” group. You can then iterate these groups or even call methods and set properties on all the group’s members at once.

    Property Descriptions

    • current_scene
    Setterset_current_scene(value)
    Getterget_current_scene()

    The current scene.


    • bool debug_collisions_hint
    Setterset_debug_collisions_hint(value)
    Getteris_debugging_collisions_hint()

    If true, collision shapes will be visible when running the game from the editor for debugging purposes.


    • debug_navigation_hint

    If true, navigation polygons will be visible when running the game from the editor for debugging purposes.


    • Node edited_scene_root
    Setterset_edited_scene_root(value)
    Getterget_edited_scene_root()

    The root of the edited scene.


    • multiplayer
    Setterset_multiplayer(value)
    Getterget_multiplayer()

    The default MultiplayerAPI instance for this SceneTree.


    • multiplayer_poll
    Setterset_multiplayer_poll_enabled(value)
    Getteris_multiplayer_poll_enabled()

    If true (default value), enable the automatic polling of the MultiplayerAPI for this SceneTree during .

    When you need to manually call MultiplayerAPI.poll for processing network packets and delivering RPCs/RSETs. This allows to run RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual protection when accessing the MultiplayerAPI from threads.


    • network_peer

    The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with is_network_server) and will set root node’s network mode to master (see NETWORK_MODE_* constants in ), or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree’s signals.


    Setterset_pause(value)
    Getteris_paused()

    If true, the SceneTree is paused. Doing so will have the following behavior:


    • bool refuse_new_network_connections
    Setterset_refuse_new_network_connections(value)
    Getteris_refusing_new_network_connections()

    If true, the SceneTree’s refuses new incoming connections.


    Getterget_root()

    The SceneTree’s root .


    • bool use_font_oversampling

    If true, font oversampling is used.

    Method Descriptions

    Calls method on each member of the given group.


    • call_group_flags ( int flags, group, String method, … ) vararg

    Calls method on each member of the given group, respecting the given .


    • Error change_scene ( path )

    Changes the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance.

    Returns on success, @GlobalScope.ERR_CANT_OPEN if the path cannot be loaded into a , or @GlobalScope.ERR_CANT_CREATE if that scene cannot be instantiated.


    Changes the running scene to a new instance of the given .

    Returns @GlobalScope.OK on success or if the scene cannot be instantiated.


    Returns a which will SceneTreeTimer.timeout after the given time in seconds elapsed in this SceneTree. If pause_mode_process is set to false, pausing the SceneTree will also pause the timer.

    Commonly used to create a one-shot delay timer as in the following example:


    • get_frame ( ) const

    Returns the peer IDs of all connected peers of this SceneTree’s .


    • int get_network_unique_id ( ) const

    Returns the unique peer ID of this ’s .


    • int get_node_count ( ) const

    Returns the number of nodes in this SceneTree.


    • get_nodes_in_group ( String group )

    Returns a list of all nodes assigned to the given group.


    • get_rpc_sender_id ( ) const

    Returns the sender’s peer ID for the most recently received RPC call.


    • bool has_group ( name ) const

    Returns true if the given group exists.


    • bool has_network_peer ( ) const

    Returns true if there is a set.


    • bool is_input_handled ( )

    Returns true if the most recent was marked as handled with set_input_as_handled.


    • is_network_server ( ) const

    Returns true if this SceneTree’s network_peer is in server mode (listening for connections).


    • void notify_group ( group, int notification )

    Sends the given notification to all members of the group.


    • void notify_group_flags ( call_flags, String group, notification )

    Sends the given notification to all members of the group, respecting the given GroupCallFlags.


    • void queue_delete ( obj )

    Queues the given object for deletion, delaying the call to Object.free to after the current frame.


    • void quit ( )

    Quits the application.


    • reload_current_scene ( )

    Reloads the currently active scene.

    Returns an Error code as described in , with the addition of @GlobalScope.ERR_UNCONFIGURED if no was defined yet.


    • void set_auto_accept_quit ( bool enabled )

    If true, the application automatically accepts quitting. Defaults to true.


    • void set_group ( group, String property, value )

    Sets the given property to value on all members of the given group.


    • void set_group_flags ( int call_flags, group, String property, value )

    Sets the given property to value on all members of the given group, respecting the given GroupCallFlags.


    • void set_input_as_handled ( )

    Marks the most recent as handled.


    • void set_quit_on_go_back ( bool enabled )

    If true, the application quits automatically on going back (e.g. on Android). Defaults to true.