VisualServer

    Server for anything visible.

    Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.

    The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.

    The visual server can be used to bypass the scene system entirely.

    Resources are created using the functions.

    All objects are drawn to a viewport. You can use the attached to the SceneTree or you can create one yourself with . When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using viewport_set_scenario or .

    In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any Spatial node with . Otherwise, a scenario can be created with scenario_create.

    Similarly in 2D, a canvas is needed to draw all canvas items.

    In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using . The instance must also be attached to the scenario using instance_set_scenario in order to be visible.

    In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.

    Tutorials

    Properties

    Signals

    • frame_post_draw ( )

    Emitted at the end of the frame, after the VisualServer has finished updating all the Viewports.


    • frame_pre_draw ( )

    Emitted at the beginning of the frame, before the VisualServer updates all the Viewports.

    Enumerations

    enum CubeMapSide:

    • CUBEMAP_LEFT = 0 —- Marks the left side of a cubemap.
    • CUBEMAP_RIGHT = 1 —- Marks the right side of a cubemap.
    • CUBEMAP_BOTTOM = 2 —- Marks the bottom side of a cubemap.
    • CUBEMAP_TOP = 3 —- Marks the top side of a cubemap.
    • CUBEMAP_FRONT = 4 —- Marks the front side of a cubemap.
    • CUBEMAP_BACK = 5 —- Marks the back side of a cubemap.

    enum TextureType:

    • TEXTURE_TYPE_2D = 0 —- Normal texture with 2 dimensions, width and height.
    • TEXTURE_TYPE_CUBEMAP = 2 —- Texture made up of six faces, can be looked up with a vec3 in shader.
    • TEXTURE_TYPE_2D_ARRAY = 3 —- An array of 2-dimensional textures.
    • TEXTURE_TYPE_3D = 4 —- A 3-dimensional texture with width, height, and depth.

    enum TextureFlags:

    • TEXTURE_FLAG_MIPMAPS = 1 —- Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
    • TEXTURE_FLAG_REPEAT = 2 —- Repeats the texture (instead of clamp to edge).
    • TEXTURE_FLAG_FILTER = 4 —- Uses a magnifying filter, to enable smooth zooming in of the texture.
    • TEXTURE_FLAG_ANISOTROPIC_FILTER = 8 —- Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.

    This results in better-looking textures when viewed from oblique angles.

    • TEXTURE_FLAG_CONVERT_TO_LINEAR = 16 —- Converts the texture to the sRGB color space.
    • TEXTURE_FLAG_MIRRORED_REPEAT = 32 —- Repeats the texture with alternate sections mirrored.
    • TEXTURE_FLAG_USED_FOR_STREAMING = 2048 —- Texture is a video surface.
    • TEXTURE_FLAGS_DEFAULT = 7 —- Default flags. TEXTURE_FLAG_MIPMAPS, and TEXTURE_FLAG_FILTER are enabled.

    enum ShaderMode:

    • SHADER_SPATIAL = 0 —- Shader is a 3D shader.
    • SHADER_CANVAS_ITEM = 1 —- Shader is a 2D shader.
    • SHADER_PARTICLES = 2 —- Shader is a particle shader.
    • SHADER_MAX = 3 —- Represents the size of the enum.

    enum ArrayType:

    • ARRAY_VERTEX = 0 —- Array is a vertex array.
    • ARRAY_NORMAL = 1 —- Array is a normal array.
    • ARRAY_TANGENT = 2 —- Array is a tangent array.
    • ARRAY_COLOR = 3 —- Array is a color array.
    • ARRAY_TEX_UV = 4 —- Array is an UV coordinates array.
    • ARRAY_TEX_UV2 = 5 —- Array is an UV coordinates array for the second UV coordinates.
    • ARRAY_BONES = 6 —- Array contains bone information.
    • ARRAY_WEIGHTS = 7 —- Array is weight information.
    • ARRAY_INDEX = 8 —- Array is index array.
    • ARRAY_MAX = 9 —- Represents the size of the ArrayType enum.

    enum ArrayFormat:

    • ARRAY_FORMAT_VERTEX = 1 —- Flag used to mark a vertex array.
    • ARRAY_FORMAT_NORMAL = 2 —- Flag used to mark a normal array.
    • ARRAY_FORMAT_TANGENT = 4 —- Flag used to mark a tangent array.
    • ARRAY_FORMAT_COLOR = 8 —- Flag used to mark a color array.
    • ARRAY_FORMAT_TEX_UV = 16 —- Flag used to mark an UV coordinates array.
    • ARRAY_FORMAT_TEX_UV2 = 32 —- Flag used to mark an UV coordinates array for the second UV coordinates.
    • ARRAY_FORMAT_BONES = 64 —- Flag used to mark a bone information array.
    • ARRAY_FORMAT_WEIGHTS = 128 —- Flag used to mark a weights array.
    • ARRAY_FORMAT_INDEX = 256 —- Flag used to mark an index array.
    • ARRAY_COMPRESS_VERTEX = 512 —- Flag used to mark a compressed (half float) vertex array.
    • ARRAY_COMPRESS_NORMAL = 1024 —- Flag used to mark a compressed (half float) normal array.
    • ARRAY_COMPRESS_TANGENT = 2048 —- Flag used to mark a compressed (half float) tangent array.
    • ARRAY_COMPRESS_COLOR = 4096 —- Flag used to mark a compressed (half float) color array.
    • ARRAY_COMPRESS_TEX_UV = 8192 —- Flag used to mark a compressed (half float) UV coordinates array.
    • ARRAY_COMPRESS_TEX_UV2 = 16384 —- Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
    • ARRAY_COMPRESS_BONES = 32768 —- Flag used to mark a compressed bone array.
    • ARRAY_COMPRESS_WEIGHTS = 65536 —- Flag used to mark a compressed (half float) weight array.
    • ARRAY_COMPRESS_INDEX = 131072 —- Flag used to mark a compressed index array.
    • ARRAY_FLAG_USE_2D_VERTICES = 262144 —- Flag used to mark that the array contains 2D vertices.
    • ARRAY_FLAG_USE_16_BIT_BONES = 524288 —- Flag used to mark that the array uses 16-bit bones instead of 8-bit.
    • ARRAY_COMPRESS_DEFAULT = 97280 —- Used to set flags , ARRAY_COMPRESS_TANGENT, , ARRAY_COMPRESS_TEX_UV, and ARRAY_COMPRESS_WEIGHTS quickly.

    enum PrimitiveType:

    • PRIMITIVE_POINTS = 0 —- Primitive to draw consists of points.
    • PRIMITIVE_LINES = 1 —- Primitive to draw consists of lines.
    • PRIMITIVE_LINE_STRIP = 2 —- Primitive to draw consists of a line strip from start to end.
    • PRIMITIVE_LINE_LOOP = 3 —- Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).
    • PRIMITIVE_TRIANGLES = 4 —- Primitive to draw consists of triangles.
    • PRIMITIVE_TRIANGLE_STRIP = 5 —- Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
    • PRIMITIVE_TRIANGLE_FAN = 6 —- Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
    • PRIMITIVE_MAX = 7 —- Represents the size of the enum.

    enum BlendShapeMode:

    • BLEND_SHAPE_MODE_NORMALIZED = 0 —- Blend shapes are normalized.
    • BLEND_SHAPE_MODE_RELATIVE = 1 —- Blend shapes are relative to base weight.

    enum LightType:

    • LIGHT_DIRECTIONAL = 0 —- Is a directional (sun) light.
    • LIGHT_OMNI = 1 —- Is an omni light.
    • LIGHT_SPOT = 2 —- Is a spot light.

    enum LightParam:

    • LIGHT_PARAM_ENERGY = 0 —- The light’s energy.
    • LIGHT_PARAM_SPECULAR = 2 —- The light’s influence on specularity.
    • LIGHT_PARAM_RANGE = 3 —- The light’s range.
    • LIGHT_PARAM_ATTENUATION = 4 —- The light’s attenuation.
    • LIGHT_PARAM_SPOT_ANGLE = 5 —- The spotlight’s angle.
    • LIGHT_PARAM_SPOT_ATTENUATION = 6 —- The spotlight’s attenuation.
    • LIGHT_PARAM_CONTACT_SHADOW_SIZE = 7 —- Scales the shadow color.
    • LIGHT_PARAM_SHADOW_MAX_DISTANCE = 8 —- Max distance that shadows will be rendered.
    • LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET = 9 —- Proportion of shadow atlas occupied by the first split.
    • LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET = 10 —- Proportion of shadow atlas occupied by the second split.
    • LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET = 11 —- Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
    • LIGHT_PARAM_SHADOW_NORMAL_BIAS = 12 —- Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
    • LIGHT_PARAM_SHADOW_BIAS = 13 —- Bias the shadow lookup to fix self-shadowing artifacts.
    • LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE = 14 —- Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.
    • LIGHT_PARAM_MAX = 15 —- Represents the size of the LightParam enum.

    enum LightBakeMode:

    • LIGHT_BAKE_DISABLED = 0
    • LIGHT_BAKE_INDIRECT = 1
    • LIGHT_BAKE_ALL = 2

    enum LightOmniShadowMode:

    • LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0 —- Use a dual paraboloid shadow map for omni lights.
    • LIGHT_OMNI_SHADOW_CUBE = 1 —- Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.

    enum LightOmniShadowDetail:

    • LIGHT_OMNI_SHADOW_DETAIL_VERTICAL = 0 —- Use more detail vertically when computing shadow map.
    • LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL = 1 —- Use more detail horizontally when computing shadow map.

    enum LightDirectionalShadowMode:

    • LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0 —- Use orthogonal shadow projection for directional light.
    • LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1 —- Use 2 splits for shadow projection when using directional light.
    • LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2 —- Use 4 splits for shadow projection when using directional light.

    enum LightDirectionalShadowDepthRangeMode:

    • LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE = 0 —- Keeps shadows stable as camera moves but has lower effective resolution.
    • LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED = 1 —- Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.

    enum ViewportUpdateMode:

    • VIEWPORT_UPDATE_DISABLED = 0 —- Do not update the viewport.
    • VIEWPORT_UPDATE_ONCE = 1 —- Update the viewport once then set to disabled.
    • VIEWPORT_UPDATE_WHEN_VISIBLE = 2 —- Update the viewport whenever it is visible.
    • VIEWPORT_UPDATE_ALWAYS = 3 —- Always update the viewport.

    enum ViewportClearMode:

    • VIEWPORT_CLEAR_ALWAYS = 0 —- The viewport is always cleared before drawing.
    • VIEWPORT_CLEAR_NEVER = 1 —- The viewport is never cleared before drawing.
    • VIEWPORT_CLEAR_ONLY_NEXT_FRAME = 2 —- The viewport is cleared once, then the clear mode is set to .

    enum ViewportMSAA:

    • VIEWPORT_MSAA_DISABLED = 0 —- Multisample antialiasing is disabled.
    • VIEWPORT_MSAA_2X = 1 —- Multisample antialiasing is set to 2×.
    • VIEWPORT_MSAA_4X = 2 —- Multisample antialiasing is set to 4×.
    • VIEWPORT_MSAA_8X = 3 —- Multisample antialiasing is set to 8×.
    • VIEWPORT_MSAA_16X = 4 —- Multisample antialiasing is set to 16×.
    • VIEWPORT_MSAA_EXT_2X = 5 —- Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
    • VIEWPORT_MSAA_EXT_4X = 6 —- Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).

    enum ViewportUsage:

    • VIEWPORT_USAGE_2D = 0 —- The Viewport does not render 3D but samples.
    • VIEWPORT_USAGE_2D_NO_SAMPLING = 1 —- The Viewport does not render 3D and does not sample.
    • VIEWPORT_USAGE_3D = 2 —- The Viewport renders 3D with effects.
    • VIEWPORT_USAGE_3D_NO_EFFECTS = 3 —- The Viewport renders 3D but without effects.

    enum ViewportRenderInfo:

    • VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME = 0 —- Number of objects drawn in a single frame.
    • VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME = 1 —- Number of vertices drawn in a single frame.
    • VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2 —- Number of material changes during this frame.
    • VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3 —- Number of shader changes during this frame.
    • VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4 —- Number of surface changes during this frame.
    • VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME = 5 —- Number of draw calls during this frame.
    • VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME = 6 —- Number of 2d items drawn this frame.
    • VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME = 7 —- Number of 2d draw calls during this frame.
    • VIEWPORT_RENDER_INFO_MAX = 8 —- Represents the size of the ViewportRenderInfo enum.

    enum ViewportDebugDraw:

    • VIEWPORT_DEBUG_DRAW_DISABLED = 0 —- Debug draw is disabled. Default setting.
    • VIEWPORT_DEBUG_DRAW_UNSHADED = 1 —- Debug draw sets objects to unshaded.
    • VIEWPORT_DEBUG_DRAW_OVERDRAW = 2 —- Overwrites clear color to (0,0,0,0).
    • VIEWPORT_DEBUG_DRAW_WIREFRAME = 3 —- Debug draw draws objects in wireframe.

    enum ScenarioDebugMode:

    • SCENARIO_DEBUG_DISABLED = 0 —- Do not use a debug mode.
    • SCENARIO_DEBUG_WIREFRAME = 1 —- Draw all objects as wireframe models.
    • SCENARIO_DEBUG_OVERDRAW = 2 —- Draw all objects in a way that displays how much overdraw is occurring. Overdraw occurs when a section of pixels is drawn and shaded and then another object covers it up. To optimize a scene, you should reduce overdraw.
    • SCENARIO_DEBUG_SHADELESS = 3 —- Draw all objects without shading. Equivalent to setting all objects shaders to unshaded.

    enum InstanceType:

    • INSTANCE_NONE = 0 —- The instance does not have a type.
    • INSTANCE_MESH = 1 —- The instance is a mesh.
    • INSTANCE_MULTIMESH = 2 —- The instance is a multimesh.
    • INSTANCE_IMMEDIATE = 3 —- The instance is an immediate geometry.
    • INSTANCE_PARTICLES = 4 —- The instance is a particle emitter.
    • INSTANCE_LIGHT = 5 —- The instance is a light.
    • INSTANCE_REFLECTION_PROBE = 6 —- The instance is a reflection probe.
    • INSTANCE_GI_PROBE = 7 —- The instance is a GI probe.
    • INSTANCE_LIGHTMAP_CAPTURE = 8 —- The instance is a lightmap capture.
    • INSTANCE_MAX = 9 —- Represents the size of the enum.
    • INSTANCE_GEOMETRY_MASK = 30 —- A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).

    enum InstanceFlags:

    • INSTANCE_FLAG_USE_BAKED_LIGHT = 0 —- Allows the instance to be used in baked lighting.
    • INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 1 —- When set, manually requests to draw geometry on next frame.
    • INSTANCE_FLAG_MAX = 2 —- Represents the size of the InstanceFlags enum.

    enum ShadowCastingSetting:

    • SHADOW_CASTING_SETTING_OFF = 0 —- Disable shadows from this instance.
    • SHADOW_CASTING_SETTING_ON = 1 —- Cast shadows from this instance.
    • SHADOW_CASTING_SETTING_DOUBLE_SIDED = 2 —- Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
    • SHADOW_CASTING_SETTING_SHADOWS_ONLY = 3 —- Only render the shadows from the object. The object itself will not be drawn.

    enum NinePatchAxisMode:

    • NINE_PATCH_STRETCH = 0 —- The nine patch gets stretched where needed.
    • NINE_PATCH_TILE = 1 —- The nine patch gets filled with tiles where needed.
    • NINE_PATCH_TILE_FIT = 2 —- The nine patch gets filled with tiles where needed and stretches them a bit if needed.

    enum CanvasLightMode:

    • CANVAS_LIGHT_MODE_ADD = 0 —- Adds light color additive to the canvas.
    • CANVAS_LIGHT_MODE_SUB = 1 —- Adds light color subtractive to the canvas.
    • CANVAS_LIGHT_MODE_MIX = 2 —- The light adds color depending on transparency.
    • CANVAS_LIGHT_MODE_MASK = 3 —- The light adds color depending on mask.

    enum CanvasLightShadowFilter:

    • CANVAS_LIGHT_FILTER_NONE = 0 —- Do not apply a filter to canvas light shadows.
    • CANVAS_LIGHT_FILTER_PCF3 = 1 —- Use PCF3 filtering to filter canvas light shadows.
    • CANVAS_LIGHT_FILTER_PCF5 = 2 —- Use PCF5 filtering to filter canvas light shadows.
    • CANVAS_LIGHT_FILTER_PCF7 = 3 —- Use PCF7 filtering to filter canvas light shadows.
    • CANVAS_LIGHT_FILTER_PCF9 = 4 —- Use PCF9 filtering to filter canvas light shadows.
    • CANVAS_LIGHT_FILTER_PCF13 = 5 —- Use PCF13 filtering to filter canvas light shadows.

    enum CanvasOccluderPolygonCullMode:

    • CANVAS_OCCLUDER_POLYGON_CULL_DISABLED = 0 —- Culling of the canvas occluder is disabled.
    • CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE = 1 —- Culling of the canvas occluder is clockwise.
    • CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE = 2 —- Culling of the canvas occluder is counterclockwise.

    enum RenderInfo:

    • INFO_OBJECTS_IN_FRAME = 0 —- The amount of objects in the frame.
    • INFO_VERTICES_IN_FRAME = 1 —- The amount of vertices in the frame.
    • INFO_MATERIAL_CHANGES_IN_FRAME = 2 —- The amount of modified materials in the frame.
    • INFO_SHADER_CHANGES_IN_FRAME = 3 —- The amount of shader rebinds in the frame.
    • INFO_SURFACE_CHANGES_IN_FRAME = 4 —- The amount of surface changes in the frame.
    • INFO_DRAW_CALLS_IN_FRAME = 5 —- The amount of draw calls in frame.
    • INFO_2D_ITEMS_IN_FRAME = 6 —- The amount of 2d items in the frame.
    • INFO_2D_DRAW_CALLS_IN_FRAME = 7 —- The amount of 2d draw calls in frame.
    • INFO_USAGE_VIDEO_MEM_TOTAL = 8 —- Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
    • INFO_VIDEO_MEM_USED = 9 —- The amount of video memory used, i.e. texture and vertex memory combined.
    • INFO_TEXTURE_MEM_USED = 10 —- The amount of texture memory used.
    • INFO_VERTEX_MEM_USED = 11 —- The amount of vertex memory used.

    enum Features:

    • FEATURE_SHADERS = 0 —- Hardware supports shaders. This enum is currently unused in Godot 3.x.
    • FEATURE_MULTITHREADED = 1 —- Hardware supports multithreading. This enum is currently unused in Godot 3.x.

    enum MultimeshTransformFormat:

    • MULTIMESH_TRANSFORM_2D = 0 —- Use to store MultiMesh transform.
    • MULTIMESH_TRANSFORM_3D = 1 —- Use Transform to store MultiMesh transform.

    enum MultimeshColorFormat:

    • MULTIMESH_COLOR_NONE = 0 —- MultiMesh does not use per-instance color.
    • MULTIMESH_COLOR_8BIT = 1 —- MultiMesh color uses 8 bits per component. This packs the color into a single float.
    • MULTIMESH_COLOR_FLOAT = 2 —- MultiMesh color uses a float per channel.

    enum MultimeshCustomDataFormat:

    • MULTIMESH_CUSTOM_DATA_NONE = 0 —- MultiMesh does not use custom data.
    • MULTIMESH_CUSTOM_DATA_8BIT = 1 —- MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.
    • MULTIMESH_CUSTOM_DATA_FLOAT = 2 —- MultiMesh custom data uses a float per component.

    enum ReflectionProbeUpdateMode:

    • REFLECTION_PROBE_UPDATE_ONCE = 0 —- Reflection probe will update reflections once and then stop.
    • REFLECTION_PROBE_UPDATE_ALWAYS = 1 —- Reflection probe will update each frame. This mode is necessary to capture moving objects.

    enum ParticlesDrawOrder:

    • PARTICLES_DRAW_ORDER_INDEX = 0 —- Draw particles in the order that they appear in the particles array.
    • PARTICLES_DRAW_ORDER_LIFETIME = 1 —- Sort particles based on their lifetime.

    enum EnvironmentBG:

    • ENV_BG_CLEAR_COLOR = 0 —- Use the clear color as background.
    • ENV_BG_COLOR = 1 —- Use a specified color as the background.
    • ENV_BG_SKY = 2 —- Use a sky resource for the background.
    • ENV_BG_COLOR_SKY = 3 —- Use a custom color for background, but use a sky for shading and reflections.
    • ENV_BG_CANVAS = 4 —- Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
    • ENV_BG_KEEP = 5 —- Do not clear the background, use whatever was rendered last frame as the background.
    • ENV_BG_MAX = 7 —- Represents the size of the enum.

    enum EnvironmentDOFBlurQuality:

    • ENV_DOF_BLUR_QUALITY_LOW = 0 —- Use lowest blur quality. Fastest, but may look bad.
    • ENV_DOF_BLUR_QUALITY_MEDIUM = 1 —- Use medium blur quality.
    • ENV_DOF_BLUR_QUALITY_HIGH = 2 —- Used highest blur quality. Looks the best, but is the slowest.

    enum EnvironmentGlowBlendMode:

    • GLOW_BLEND_MODE_ADDITIVE = 0 —- Add the effect of the glow on top of the scene.
    • GLOW_BLEND_MODE_SCREEN = 1 —- Blends the glow effect with the screen. Does not get as bright as additive.
    • GLOW_BLEND_MODE_SOFTLIGHT = 2 —- Produces a subtle color disturbance around objects.
    • GLOW_BLEND_MODE_REPLACE = 3 —- Shows the glow effect by itself without the underlying scene.

    enum EnvironmentToneMapper:

    • ENV_TONE_MAPPER_LINEAR = 0 —- Output color as they came in.
    • ENV_TONE_MAPPER_REINHARD = 1 —- Use the Reinhard tonemapper.
    • ENV_TONE_MAPPER_FILMIC = 2 —- Use the filmic tonemapper.
    • ENV_TONE_MAPPER_ACES = 3 —- Use the ACES tonemapper.

    enum EnvironmentSSAOQuality:

    • ENV_SSAO_QUALITY_LOW = 0 —- Lowest quality of screen space ambient occlusion.
    • ENV_SSAO_QUALITY_MEDIUM = 1 —- Medium quality screen space ambient occlusion.
    • ENV_SSAO_QUALITY_HIGH = 2 —- Highest quality screen space ambient occlusion.

    enum EnvironmentSSAOBlur:

    • ENV_SSAO_BLUR_DISABLED = 0 —- Disables the blur set for SSAO. Will make SSAO look noisier.
    • ENV_SSAO_BLUR_1x1 = 1 —- Perform a 1x1 blur on the SSAO output.
    • ENV_SSAO_BLUR_2x2 = 2 —- Performs a 2x2 blur on the SSAO output.
    • ENV_SSAO_BLUR_3x3 = 3 —- Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
    • NO_INDEX_ARRAY = -1 —- Marks an error that shows that the index array is empty.
    • ARRAY_WEIGHTS_SIZE = 4 —- Number of weights/bones per vertex.
    • CANVAS_ITEM_Z_MIN = -4096 —- The minimum Z-layer for canvas items.
    • CANVAS_ITEM_Z_MAX = 4096 —- The maximum Z-layer for canvas items.
    • MAX_GLOW_LEVELS = 7 —- Max number of glow levels that can be used with glow post-process effect.
    • MAX_CURSORS = 8 —- Unused enum in Godot 3.x.
    • MATERIAL_RENDER_PRIORITY_MIN = -128 —- The minimum renderpriority of all materials.
    • MATERIAL_RENDER_PRIORITY_MAX = 127 —- The maximum renderpriority of all materials.

    Property Descriptions

    • bool render_loop_enabled

    If false, disables rendering completely, but the engine logic is still being processed. You can call to draw a frame even with rendering disabled.

    Method Descriptions

    • void black_bars_set_images ( RID left, top, RID right, bottom )

    Sets images to be rendered in the window margin.


    • void black_bars_set_margins ( int left, top, int right, bottom )

    Sets margin size, where black bars (or images, if black_bars_set_images was used) are rendered.


    • camera_create ( )

    Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all camera_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.


    • void camera_set_cull_mask ( camera, int layers )

    Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to .


    • void camera_set_environment ( RID camera, env )

    Sets the environment used by this camera. Equivalent to Camera.environment.


    • void camera_set_frustum ( camera, float size, offset, float z_near, z_far )

    Sets camera to use frustum projection. This mode allows adjusting the offset argument to create “tilted frustum” effects.


    • void camera_set_orthogonal ( RID camera, size, float z_near, z_far )

    Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.


    • void camera_set_perspective ( RID camera, fovy_degrees, float z_near, z_far )

    Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.


    • void camera_set_transform ( RID camera, transform )

    Sets Transform of camera.


    • void camera_set_use_vertical_aspect ( camera, bool enable )

    If true, preserves the horizontal aspect ratio which is equivalent to . If false, preserves the vertical aspect ratio which is equivalent to Camera.KEEP_HEIGHT.


    • canvas_create ( )

    Creates a canvas and returns the assigned RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • void canvas_item_add_circle ( RID item, pos, float radius, color )

    Adds a circle command to the CanvasItem‘s draw commands.


    • void canvas_item_add_clip_ignore ( item, bool ignore )

    If ignore is true, the VisualServer does not perform clipping.


    • void canvas_item_add_line ( item, Vector2 from, to, Color color, width=1.0, bool antialiased=false )

    Adds a line command to the ‘s draw commands.


    • void canvas_item_add_mesh ( RID item, mesh, Transform2D transform=Transform2D( 1, 0, 0, 1, 0, 0 ), modulate=Color( 1, 1, 1, 1 ), RID texture, normal_map )

    Adds a mesh command to the CanvasItem‘s draw commands.


    • void canvas_item_add_multimesh ( item, RID mesh, texture, RID normal_map )

    Adds a to the CanvasItem‘s draw commands. Only affects its aabb at the moment.


    • void canvas_item_add_nine_patch ( item, Rect2 rect, source, RID texture, topleft, Vector2 bottomright, x_axis_mode=0, NinePatchAxisMode y_axis_mode=0, draw_center=true, Color modulate=Color( 1, 1, 1, 1 ), normal_map )

    Adds a nine patch image to the CanvasItem‘s draw commands.

    See for more explanation.


    • void canvas_item_add_particles ( RID item, particles, RID texture, normal_map )

    Adds a particle system to the CanvasItem‘s draw commands.


    Adds a polygon to the CanvasItem‘s draw commands.


    • void canvas_item_add_polyline ( item, PoolVector2Array points, colors, float width=1.0, antialiased=false )

    Adds a polyline, which is a line from multiple points with a width, to the CanvasItem‘s draw commands.


    Adds a primitive to the CanvasItem‘s draw commands.


    • void canvas_item_add_rect ( item, Rect2 rect, color )

    Adds a rectangle to the CanvasItem‘s draw commands.


    • void canvas_item_add_set_transform ( item, Transform2D transform )

    Adds a command to the CanvasItem‘s draw commands.

    This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.


    • void canvas_item_add_texture_rect ( item, Rect2 rect, texture, bool tile=false, modulate=Color( 1, 1, 1, 1 ), bool transpose=false, normal_map )

    Adds a textured rect to the CanvasItem‘s draw commands.


    • void canvas_item_add_texture_rect_region ( item, Rect2 rect, texture, Rect2 src_rect, modulate=Color( 1, 1, 1, 1 ), bool transpose=false, normal_map, bool clip_uv=true )

    Adds a texture rect with region setting to the ‘s draw commands.


    • void canvas_item_add_triangle_array ( RID item, indices, PoolVector2Array points, colors, PoolVector2Array uvs=PoolVector2Array( ), bones=PoolIntArray( ), PoolRealArray weights=PoolRealArray( ), texture, int count=-1, normal_map, bool antialiased=false, antialiasing_use_indices=false )

    Adds a triangle array to the CanvasItem‘s draw commands.


    • void canvas_item_clear ( item )

    Clears the CanvasItem and removes all commands in it.


    • canvas_item_create ( )

    Creates a new CanvasItem and returns its . It can be accessed with the RID that is returned. This RID will be used in all canvas_item_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.


    • void canvas_item_set_clip ( item, bool clip )

    Sets clipping for the .


    • void canvas_item_set_copy_to_backbuffer ( RID item, enabled, Rect2 rect )

    Sets the to copy a rect to the backbuffer.


    • void canvas_item_set_custom_rect ( RID item, use_custom_rect, Rect2 rect=Rect2( 0, 0, 0, 0 ) )

    Defines a custom drawing rectangle for the .


    • void canvas_item_set_distance_field_mode ( RID item, enabled )

    Enables the use of distance fields for GUI elements that are rendering distance field based fonts.


    • void canvas_item_set_draw_behind_parent ( RID item, enabled )

    Sets CanvasItem to be drawn behind its parent.


    • void canvas_item_set_draw_index ( item, int index )

    Sets the index for the .


    • void canvas_item_set_light_mask ( RID item, mask )

    The light mask. See LightOccluder2D for more information on light masks.


    • void canvas_item_set_material ( item, RID material )

    Sets a new material to the .


    • void canvas_item_set_modulate ( RID item, color )

    Sets the color that modulates the CanvasItem and its children.


    • void canvas_item_set_parent ( item, RID parent )

    Sets the parent for the . The parent can be another canvas item, or it can be the root canvas that is attached to the viewport.


    • void canvas_item_set_self_modulate ( RID item, color )

    Sets the color that modulates the CanvasItem without children.


    • void canvas_item_set_sort_children_by_y ( item, bool enabled )

    Sets if ‘s children should be sorted by y-position.


    • void canvas_item_set_transform ( RID item, transform )

    Sets the CanvasItem‘s .


    • void canvas_item_set_use_parent_material ( RID item, enabled )

    Sets if the CanvasItem uses its parent’s material.


    • void canvas_item_set_visible ( item, bool visible )

    Sets if the canvas item (including its children) is visible.


    • void canvas_item_set_z_as_relative_to_parent ( item, bool enabled )

    If this is enabled, the Z index of the parent will be added to the children’s Z index.


    • void canvas_item_set_z_index ( item, int z_index )

    Sets the ‘s Z index, i.e. its draw order (lower indexes are drawn first).


    • void canvas_light_attach_to_canvas ( RID light, canvas )

    Attaches the canvas light to the canvas. Removes it from its previous canvas.


    • RID canvas_light_create ( )

    Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • void canvas_light_occluder_attach_to_canvas ( RID occluder, canvas )

    Attaches a light occluder to the canvas. Removes it from its previous canvas.


    • RID canvas_light_occluder_create ( )

    Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_ocluder_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • void canvas_light_occluder_set_enabled ( RID occluder, enabled )

    Enables or disables light occluder.


    • void canvas_light_occluder_set_light_mask ( RID occluder, mask )

    The light mask. See LightOccluder2D for more information on light masks.


    • void canvas_light_occluder_set_polygon ( occluder, RID polygon )

    Sets a light occluder’s polygon.


    • void canvas_light_occluder_set_transform ( occluder, Transform2D transform )

    Sets a light occluder’s .


    • void canvas_light_set_color ( RID light, color )

    Sets the color for a light.


    • void canvas_light_set_enabled ( RID light, enabled )

    Enables or disables a canvas light.


    • void canvas_light_set_energy ( RID light, energy )

    Sets a canvas light’s energy.


    • void canvas_light_set_height ( RID light, height )

    Sets a canvas light’s height.


    • void canvas_light_set_item_cull_mask ( RID light, mask )

    The light mask. See LightOccluder2D for more information on light masks.


    • void canvas_light_set_item_shadow_cull_mask ( light, int mask )

    The binary mask used to determine which layers this canvas light’s shadows affects. See for more information on light masks.


    • void canvas_light_set_layer_range ( RID light, min_layer, int max_layer )

    The layer range that gets rendered with this light.


    The mode of the light, see constants.


    • void canvas_light_set_scale ( RID light, scale )

    Sets the texture’s scale factor of the light. Equivalent to Light2D.texture_scale.


    • void canvas_light_set_shadow_buffer_size ( light, int size )

    Sets the width of the shadow buffer, size gets scaled to the next power of two for this.


    • void canvas_light_set_shadow_color ( light, Color color )

    Sets the color of the canvas light’s shadow.


    • void canvas_light_set_shadow_enabled ( light, bool enabled )

    Enables or disables the canvas light’s shadow.


    Sets the canvas light’s shadow’s filter, see constants.


    • void canvas_light_set_shadow_gradient_length ( RID light, length )

    Sets the length of the shadow’s gradient.


    • void canvas_light_set_shadow_smooth ( RID light, smooth )

    Smoothens the shadow. The lower, the smoother.


    • void canvas_light_set_texture ( RID light, texture )

    Sets texture to be used by light. Equivalent to Light2D.texture.


    • void canvas_light_set_texture_offset ( light, Vector2 offset )

    Sets the offset of the light’s texture. Equivalent to .


    • void canvas_light_set_transform ( RID light, transform )

    Sets the canvas light’s Transform2D.


    • void canvas_light_set_z_range ( light, int min_z, max_z )

    Sets the Z range of objects that will be affected by this light. Equivalent to Light2D.range_z_min and .


    • RID canvas_occluder_polygon_create ( )

    Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_occluder_polygon_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • void canvas_occluder_polygon_set_cull_mode ( RID occluder_polygon, mode )

    Sets an occluder polygons cull mode. See CanvasOccluderPolygonCullMode constants.


    • void canvas_occluder_polygon_set_shape ( occluder_polygon, PoolVector2Array shape, closed )

    Sets the shape of the occluder polygon.


    • void canvas_occluder_polygon_set_shape_as_lines ( RID occluder_polygon, shape )

    Sets the shape of the occluder polygon as lines.


    • void canvas_set_item_mirroring ( RID canvas, item, Vector2 mirroring )

    A copy of the canvas item will be drawn with a local offset of the mirroring .


    • void canvas_set_modulate ( RID canvas, color )

    Modulates all colors in the given canvas.


    • RID directional_light_create ( )

    Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.

    To place in a scene, attach this directional light to an instance using instance_set_base using the returned RID.


    • void draw ( swap_buffers=true, float frame_step=0.0 )

    Draws a frame. This method is deprecated, please use instead.


    • RID environment_create ( )

    Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all environment_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • void environment_set_adjustment ( RID env, enable, float brightness, contrast, float saturation, ramp )

    Sets the values to be used with the “Adjustment” post-process effect. See Environment for more details.


    • void environment_set_ambient_light ( env, Color color, energy=1.0, float sky_contibution=0.0 )

    Sets the ambient light parameters. See for more details.


    • void environment_set_background ( RID env, bg )

    Sets the BGMode of the environment. Equivalent to Environment.background_mode.


    • void environment_set_bg_color ( env, Color color )

    Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).


    • void environment_set_bg_energy ( env, float energy )

    Sets the intensity of the background color.


    • void environment_set_canvas_max_layer ( env, int max_layer )

    Sets the maximum layer to use if using Canvas background mode.


    Sets the values to be used with the “DoF Far Blur” post-process effect. See for more details.


    • void environment_set_dof_blur_near ( RID env, enable, float distance, transition, float far_amount, quality )

    Sets the values to be used with the “DoF Near Blur” post-process effect. See Environment for more details.


    • void environment_set_fog ( env, bool enable, color, Color sun_color, sun_amount )

    Sets the variables to be used with the scene fog. See Environment for more details.


    • void environment_set_fog_depth ( env, bool enable, depth_begin, float depth_end, depth_curve, bool transmit, transmit_curve )

    Sets the variables to be used with the fog depth effect. See Environment for more details.


    • void environment_set_fog_height ( env, bool enable, min_height, float max_height, height_curve )

    Sets the variables to be used with the fog height effect. See Environment for more details.


    • void environment_set_glow ( env, bool enable, level_flags, float intensity, strength, float bloom_threshold, blend_mode, float hdr_bleed_threshold, hdr_bleed_scale, float hdr_luminance_cap, bicubic_upscale )

    • void environment_set_sky ( RID env, sky )

    Sets the Sky to be used as the environment’s background when using BGMode sky. Equivalent to .


    • void environment_set_sky_custom_fov ( RID env, scale )

    Sets a custom field of view for the background Sky. Equivalent to .


    • void environment_set_sky_orientation ( RID env, orientation )

    Sets the rotation of the background Sky expressed as a . Equivalent to Environment.background_sky_orientation.


    Sets the variables to be used with the “Screen Space Ambient Occlusion (SSAO)” post-process effect. See Environment for more details.


    • void environment_set_ssr ( env, bool enable, max_steps, float fade_in, fade_out, float depth_tolerance, roughness )

    Sets the variables to be used with the “screen space reflections” post-process effect. See Environment for more details.


    • void environment_set_tonemap ( env, EnvironmentToneMapper tone_mapper, exposure, float white, auto_exposure, float min_luminance, max_luminance, float auto_exp_speed, auto_exp_grey )

    Sets the variables to be used with the “tonemap” post-process effect. See Environment for more details.


    • void finish ( )

    Removes buffers and clears testcubes.


    • void force_draw ( swap_buffers=true, float frame_step=0.0 )

    Forces a frame to be drawn when the function is called. Drawing a frame updates all s that are set to update. Use with extreme caution.


    • void force_sync ( )

    Synchronizes threads.


    • void free_rid ( RID rid )

    Tries to free an object in the VisualServer.


    Returns a certain information, see for options.


    • RID get_test_cube ( )

    Returns the id of the test cube. Creates one if none exists.


    • get_test_texture ( )

    Returns the id of the test texture. Creates one if none exists.


    • String get_video_adapter_name ( ) const

    Returns the name of the video adapter (e.g. “GeForce GTX 1080/PCIe/SSE2”).

    Note: When running a headless or server binary, this function returns an empty string.


    • get_video_adapter_vendor ( ) const

    Returns the vendor of the video adapter (e.g. “NVIDIA Corporation”).

    Note: When running a headless or server binary, this function returns an empty string.


    • RID get_white_texture ( )

    Returns the id of a white texture. Creates one if none exists.


    • gi_probe_create ( )

    Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all gi_probe_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this GI probe to an instance using using the returned RID.


    • float gi_probe_get_bias ( probe ) const

    Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to GIProbeData.bias.


    • gi_probe_get_bounds ( RID probe ) const

    Returns the axis-aligned bounding box that covers the full extent of the GI probe.


    • gi_probe_get_cell_size ( RID probe ) const

    Returns the cell size set by .


    Returns the data used by the GI probe.


    • int gi_probe_get_dynamic_range ( probe ) const

    Returns the dynamic range set for this GI probe. Equivalent to GIProbe.dynamic_range.


    • gi_probe_get_energy ( RID probe ) const

    Returns the energy multiplier for this GI probe. Equivalent to .


    • float gi_probe_get_normal_bias ( probe ) const

    Returns the normal bias for this GI probe. Equivalent to GIProbe.normal_bias.


    • gi_probe_get_propagation ( RID probe ) const

    Returns the propagation value for this GI probe. Equivalent to .


    • Transform gi_probe_get_to_cell_xform ( probe ) const

    Returns the Transform set by gi_probe_set_to_cell_xform.


    • gi_probe_is_compressed ( RID probe ) const

    Returns true if the GI probe data associated with this GI probe is compressed. Equivalent to .


    • bool gi_probe_is_interior ( probe ) const

    Returns true if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to GIProbe.interior.


    • void gi_probe_set_bias ( probe, float bias )

    Sets the bias value to avoid self-occlusion. Equivalent to .


    • void gi_probe_set_bounds ( RID probe, bounds )

    Sets the axis-aligned bounding box that covers the extent of the GI probe.


    • void gi_probe_set_cell_size ( RID probe, range )

    Sets the size of individual cells within the GI probe.


    • void gi_probe_set_compress ( RID probe, enable )

    Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to GIProbe.compress.


    • void gi_probe_set_dynamic_data ( probe, PoolIntArray data )

    Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the node. You should not try to set this yourself.


    • void gi_probe_set_dynamic_range ( RID probe, range )

    Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to GIProbe.dynamic_range.


    • void gi_probe_set_energy ( probe, float energy )

    Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to .


    • void gi_probe_set_interior ( RID probe, enable )

    Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to GIProbe.interior.


    • void gi_probe_set_normal_bias ( probe, float bias )

    Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to .


    • void gi_probe_set_propagation ( RID probe, propagation )

    Sets the propagation of light within this GI probe. Equivalent to GIProbe.propagation.


    • void gi_probe_set_to_cell_xform ( probe, Transform xform )

    Sets the to cell for this GI probe.


    • bool has_changed ( ) const

    Returns true if changes have been made to the VisualServer’s data. is usually called if this happens.


    • bool has_feature ( feature ) const

    Not yet implemented. Always returns false.


    • bool has_os_feature ( feature ) const

    Returns true if the OS supports a certain feature. Features might be s3tc, etc, etc2, pvrtc and skinning_fallback.

    When rendering with GLES2, returns true with skinning_fallback in case the hardware doesn’t support the default GPU skinning process.


    • void immediate_begin ( RID immediate, primitive, RID texture )

    Sets up internals to prepare for drawing. Equivalent to ImmediateGeometry.begin.


    • void immediate_clear ( immediate )

    Clears everything that was set up between immediate_begin and . Equivalent to ImmediateGeometry.clear.


    • void immediate_color ( immediate, Color color )

    Sets the color to be used with next vertex. Equivalent to .


    • RID immediate_create ( )

    Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all immediate_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.

    To place in a scene, attach this immediate geometry to an instance using instance_set_base using the returned RID.


    • void immediate_end ( immediate )

    Ends drawing the ImmediateGeometry and displays it. Equivalent to .


    • RID immediate_get_material ( immediate ) const

    Returns the material assigned to the ImmediateGeometry.


    • void immediate_normal ( immediate, Vector3 normal )

    Sets the normal to be used with next vertex. Equivalent to .


    • void immediate_set_material ( RID immediate, material )

    Sets the material to be used to draw the ImmediateGeometry.


    • void immediate_tangent ( immediate, Plane tangent )

    Sets the tangent to be used with next vertex. Equivalent to .


    • void immediate_uv ( RID immediate, tex_uv )

    Sets the UV to be used with next vertex. Equivalent to ImmediateGeometry.set_uv.


    • void immediate_uv2 ( immediate, Vector2 tex_uv )

    Sets the UV2 to be used with next vertex. Equivalent to .


    • void immediate_vertex ( RID immediate, vertex )

    Adds the next vertex using the information provided in advance. Equivalent to ImmediateGeometry.add_vertex.


    • void immediate_vertex_2d ( immediate, Vector2 vertex )

    Adds the next vertex using the information provided in advance. This is a helper class that calls under the hood. Equivalent to ImmediateGeometry.add_vertex.


    • void init ( )

    Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything.


    • void instance_attach_object_instance_id ( instance, int id )

    Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with , instances_cull_convex, and .


    • void instance_attach_skeleton ( RID instance, skeleton )

    Attaches a skeleton to an instance. Removes the previous skeleton from the instance.


    • RID instance_create ( )

    Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all instance_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.

    An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using instance_set_base.


    • instance_create2 ( RID base, scenario )

    Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.


    • void instance_geometry_set_as_instance_lod ( instance, RID as_lod_of_instance )

    Not implemented in Godot 3.x.


    • void instance_geometry_set_cast_shadows_setting ( instance, ShadowCastingSetting shadow_casting_setting )

    Sets the shadow casting setting to one of . Equivalent to GeometryInstance.cast_shadow.


    • void instance_geometry_set_draw_range ( instance, float min, max, float min_margin, max_margin )

    Not implemented in Godot 3.x.


    • void instance_geometry_set_flag ( RID instance, flag, bool enabled )

    Sets the flag for a given . See InstanceFlags for more details.


    • void instance_geometry_set_material_override ( instance, RID material )

    Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to .


    • void instance_set_base ( RID instance, base )

    Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.


    • void instance_set_blend_shape_weight ( RID instance, shape, float weight )

    Sets the weight for a given blend shape associated with this instance.


    • void instance_set_custom_aabb ( instance, AABB aabb )

    Sets a custom AABB to use when culling objects from the view frustum. Equivalent to .


    • void instance_set_exterior ( RID instance, enabled )

    Function not implemented in Godot 3.x.


    • void instance_set_extra_visibility_margin ( RID instance, margin )

    Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you avoid culling objects that fall outside the view frustum. Equivalent to GeometryInstance.extra_cull_margin.


    • void instance_set_layer_mask ( instance, int mask )

    Sets the render layers that this instance will be drawn to. Equivalent to .


    • void instance_set_scenario ( RID instance, scenario )

    Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.


    • void instance_set_surface_material ( RID instance, surface, RID material )

    Sets the material of a specific surface. Equivalent to .


    Sets the world space transform of the instance. Equivalent to Spatial.transform.


    • void instance_set_use_lightmap ( instance, RID lightmap_instance, lightmap )

    Sets the lightmap to use with this instance.


    • void instance_set_visible ( RID instance, visible )

    Sets whether an instance is drawn or not. Equivalent to Spatial.visible.


    • instances_cull_aabb ( AABB aabb, scenario ) const

    Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as MeshInstance or . Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the you want to query. This forces an update for all resources queued to update.

    Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.


    • Array instances_cull_convex ( convex, RID scenario ) const

    Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as or DirectionalLight. Use to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update.

    Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.


    • instances_cull_ray ( Vector3 from, to, RID scenario ) const

    Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as or DirectionalLight. Use to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update.

    Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.


    • void light_directional_set_blend_splits ( light, bool enable )

    If true, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to .


    • void light_directional_set_shadow_depth_range_mode ( RID light, range_mode )

    Sets the shadow depth range mode for this directional light. Equivalent to DirectionalLight.directional_shadow_depth_range. See for options.


    • void light_directional_set_shadow_mode ( RID light, mode )

    Sets the shadow mode for this directional light. Equivalent to DirectionalLight.directional_shadow_mode. See for options.


    • void light_omni_set_shadow_detail ( RID light, detail )

    Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to OmniLight.omni_shadow_detail.


    Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to .


    • void light_set_bake_mode ( RID light, bake_mode )

    Sets the bake mode for this light, see LightBakeMode for options. The bake mode affects how the light will be baked in s and GIProbes.


    • void light_set_color ( light, Color color )

    Sets the color of the light. Equivalent to .


    • void light_set_cull_mask ( RID light, mask )

    Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to Light.light_cull_mask.


    • void light_set_negative ( light, bool enable )

    If true, light will subtract light instead of adding light. Equivalent to .


    • void light_set_param ( RID light, param, float value )

    Sets the specified light parameter. See for options. Equivalent to Light.set_param.


    • void light_set_projector ( light, RID texture )

    Not implemented in Godot 3.x.


    • void light_set_reverse_cull_face_mode ( light, bool enabled )

    If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with . Equivalent to Light.shadow_reverse_cull_face.


    • void light_set_shadow ( light, bool enabled )

    If true, light will cast shadows. Equivalent to .


    • void light_set_shadow_color ( RID light, color )

    Sets the color of the shadow cast by the light. Equivalent to Light.shadow_color.


    • void light_set_use_gi ( light, bool enabled )

    Sets whether GI probes capture light information from this light. Deprecated method. Use instead. This method is only kept for compatibility reasons and calls light_set_bake_mode internally, setting the bake mode to or LIGHT_BAKE_INDIRECT depending on the given parameter.


    • lightmap_capture_create ( )

    Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all lightmap_capture_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this lightmap capture to an instance using using the returned RID.


    • AABB lightmap_capture_get_bounds ( capture ) const

    Returns the size of the lightmap capture area.


    • float lightmap_capture_get_energy ( capture ) const

    Returns the energy multiplier used by the lightmap capture.


    Returns the octree used by the lightmap capture.


    • int lightmap_capture_get_octree_cell_subdiv ( capture ) const

    Returns the cell subdivision amount used by this lightmap capture’s octree.


    • Transform lightmap_capture_get_octree_cell_transform ( capture ) const

    Returns the cell transform for this lightmap capture’s octree.


    • void lightmap_capture_set_bounds ( RID capture, bounds )

    Sets the size of the area covered by the lightmap capture. Equivalent to BakedLightmapData.bounds.


    • void lightmap_capture_set_energy ( capture, float energy )

    Sets the energy multiplier for this lightmap capture. Equivalent to .


    • void lightmap_capture_set_octree ( RID capture, octree )

    Sets the octree to be used by this lightmap capture. This function is normally used by the BakedLightmap node. Equivalent to .


    • void lightmap_capture_set_octree_cell_subdiv ( RID capture, subdiv )

    Sets the subdivision level of this lightmap capture’s octree. Equivalent to BakedLightmapData.cell_subdiv.


    • void lightmap_capture_set_octree_cell_transform ( capture, Transform xform )

    Sets the octree cell transform for this lightmap capture’s octree. Equivalent to .


    • RID make_sphere_mesh ( latitudes, int longitudes, radius )

    Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.


    • RID material_create ( )

    Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all material_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    Returns the value of a certain material’s parameter.


    • material_get_param_default ( RID material, parameter ) const

    Returns the default value for the param if available. Otherwise returns an empty Variant.


    • material_get_shader ( RID shader_material ) const

    Returns the shader of a certain material’s shader. Returns an empty RID if the material doesn’t have a shader.


    • void material_set_line_width ( material, float width )

    Sets a material’s line width.


    • void material_set_next_pass ( material, RID next_material )

    Sets an object’s next material.


    • void material_set_param ( material, String parameter, value )

    Sets a material’s parameter.


    • void material_set_render_priority ( RID material, priority )

    Sets a material’s render priority.


    • void material_set_shader ( RID shader_material, shader )

    Sets a shader material’s shader.


    • void mesh_add_surface_from_arrays ( RID mesh, primitive, Array arrays, blend_shapes=[ ], int compress_format=97280 )

    Adds a surface generated from the Arrays to a mesh. See constants for types.


    • void mesh_clear ( RID mesh )

    Removes all surfaces from a mesh.


    • mesh_create ( )

    Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all mesh_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this mesh to an instance using using the returned RID.


    • int mesh_get_blend_shape_count ( mesh ) const

    Returns a mesh’s blend shape count.


    Returns a mesh’s blend shape mode.


    • AABB mesh_get_custom_aabb ( mesh ) const

    Returns a mesh’s custom aabb.


    • int mesh_get_surface_count ( mesh ) const

    Returns a mesh’s number of surfaces.


    • void mesh_remove_surface ( RID mesh, index )

    Removes a mesh’s surface.


    • void mesh_set_blend_shape_count ( RID mesh, amount )

    Sets a mesh’s blend shape count.


    • void mesh_set_blend_shape_mode ( RID mesh, mode )

    Sets a mesh’s blend shape mode.


    • void mesh_set_custom_aabb ( RID mesh, aabb )

    Sets a mesh’s custom aabb.


    • AABB mesh_surface_get_aabb ( mesh, int surface ) const

    Returns a mesh’s surface’s aabb.


    • mesh_surface_get_array ( RID mesh, surface ) const

    Returns a mesh’s surface’s vertex buffer.


    • int mesh_surface_get_array_index_len ( mesh, int surface ) const

    Returns a mesh’s surface’s amount of indices.


    • mesh_surface_get_array_len ( RID mesh, surface ) const

    Returns a mesh’s surface’s amount of vertices.


    • Array mesh_surface_get_arrays ( mesh, int surface ) const

    Returns a mesh’s surface’s buffer arrays.


    • mesh_surface_get_blend_shape_arrays ( RID mesh, surface ) const

    Returns a mesh’s surface’s arrays for blend shapes.


    • int mesh_surface_get_format ( mesh, int surface ) const

    Returns the format of a mesh’s surface.


    • mesh_surface_get_format_offset ( int format, vertex_len, int index_len, array_index ) const

    Function is unused in Godot 3.x.


    • int mesh_surface_get_format_stride ( format, int vertex_len, index_len ) const

    Function is unused in Godot 3.x.


    Returns a mesh’s surface’s index buffer.


    • mesh_surface_get_material ( RID mesh, surface ) const

    Returns a mesh’s surface’s material.


    Returns the primitive type of a mesh’s surface.


    • mesh_surface_get_skeleton_aabb ( RID mesh, surface ) const

    Returns the aabb of a mesh’s surface’s skeleton.


    • void mesh_surface_set_material ( RID mesh, surface, RID material )

    Sets a mesh’s surface’s material.


    • void mesh_surface_update_region ( mesh, int surface, offset, PoolByteArray data )

    Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.


    • void multimesh_allocate ( multimesh, int instances, transform_format, MultimeshColorFormat color_format, custom_data_format=0 )

    • RID multimesh_create ( )

    Creates a new multimesh on the VisualServer and returns an handle. This RID will be used in all multimesh_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this multimesh to an instance using using the returned RID.


    • AABB multimesh_get_aabb ( multimesh ) const

    Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.


    • int multimesh_get_instance_count ( multimesh ) const

    Returns the number of instances allocated for this multimesh.


    • RID multimesh_get_mesh ( multimesh ) const

    Returns the RID of the mesh that will be used in drawing this multimesh.


    • int multimesh_get_visible_instances ( multimesh ) const

    Returns the number of visible instances for this multimesh.


    • Color multimesh_instance_get_color ( multimesh, int index ) const

    Returns the color by which the specified instance will be modulated.


    • multimesh_instance_get_custom_data ( RID multimesh, index ) const

    Returns the custom data associated with the specified instance.


    • Transform multimesh_instance_get_transform ( multimesh, int index ) const

    Returns the of the specified instance.


    • Transform2D multimesh_instance_get_transform_2d ( multimesh, int index ) const

    Returns the of the specified instance. For use when the multimesh is set to use 2D transforms.


    • void multimesh_instance_set_color ( RID multimesh, index, Color color )

    Sets the color by which this instance will be modulated. Equivalent to .


    • void multimesh_instance_set_custom_data ( RID multimesh, index, Color custom_data )

    Sets the custom data for this instance. Custom data is passed as a , but is interpreted as a vec4 in the shader. Equivalent to MultiMesh.set_instance_custom_data.


    • void multimesh_instance_set_transform ( multimesh, int index, transform )

    Sets the Transform for this instance. Equivalent to .


    • void multimesh_instance_set_transform_2d ( RID multimesh, index, Transform2D transform )

    Sets the for this instance. For use when multimesh is used in 2D. Equivalent to MultiMesh.set_instance_transform_2d.


    • void multimesh_set_as_bulk_array ( multimesh, PoolRealArray array )

    Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.

    All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc.

    is stored as 12 floats, Transform2D is stored as 8 floats, COLOR_8BIT / CUSTOM_DATA_8BIT is stored as 1 float (4 bytes as is) and COLOR_FLOAT / CUSTOM_DATA_FLOAT is stored as 4 floats.


    • void multimesh_set_mesh ( multimesh, RID mesh )

    Sets the mesh to be drawn by the multimesh. Equivalent to .


    • void multimesh_set_visible_instances ( RID multimesh, visible )

    Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to MultiMesh.visible_instance_count.


    • omni_light_create ( )

    Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this omni light to an instance using using the returned RID.


    • RID particles_create ( )

    Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all particles_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.

    To place in a scene, attach these particles to an instance using instance_set_base using the returned RID.


    • particles_get_current_aabb ( RID particles )

    Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to .


    • bool particles_get_emitting ( particles )

    Returns true if particles are currently set to emitting.


    • bool particles_is_inactive ( particles )

    Returns true if particles are not emitting and particles are set to inactive.


    • void particles_request_process ( RID particles )

    Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to , instances_cull_convex, or .


    • void particles_restart ( RID particles )

    Reset the particles on the next update. Equivalent to .


    • void particles_set_amount ( RID particles, amount )

    Sets the number of particles to be drawn and allocates the memory for them. Equivalent to Particles.amount.


    • void particles_set_custom_aabb ( particles, AABB aabb )

    Sets a custom axis-aligned bounding box for the particle system. Equivalent to .


    • void particles_set_draw_order ( RID particles, order )

    Sets the draw order of the particles to one of the named enums from ParticlesDrawOrder. See for options. Equivalent to Particles.draw_order.


    • void particles_set_draw_pass_mesh ( particles, int pass, mesh )

    Sets the mesh to be used for the specified draw pass. Equivalent to Particles.draw_pass_1, , Particles.draw_pass_3, and .


    • void particles_set_draw_passes ( RID particles, count )

    Sets the number of draw passes to use. Equivalent to Particles.draw_passes.


    • void particles_set_emission_transform ( particles, Transform transform )

    Sets the that will be used by the particles when they first emit.


    • void particles_set_emitting ( RID particles, emitting )

    If true, particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to Particles.emitting.


    • void particles_set_explosiveness_ratio ( particles, float ratio )

    Sets the explosiveness ratio. Equivalent to .


    • void particles_set_fixed_fps ( RID particles, fps )

    Sets the frame rate that the particle system rendering will be fixed to. Equivalent to Particles.fixed_fps.


    • void particles_set_fractional_delta ( particles, bool enable )

    If true, uses fractional delta which smooths the movement of the particles. Equivalent to .


    • void particles_set_lifetime ( RID particles, lifetime )

    Sets the lifetime of each particle in the system. Equivalent to Particles.lifetime.


    • void particles_set_one_shot ( particles, bool one_shot )

    If true, particles will emit once and then stop. Equivalent to .


    • void particles_set_pre_process_time ( RID particles, time )

    Sets the preprocess time for the particles animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to Particles.preprocess.


    • void particles_set_process_material ( particles, RID material )

    Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to .


    • void particles_set_randomness_ratio ( RID particles, ratio )

    Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to Particles.randomness.


    • void particles_set_speed_scale ( particles, float scale )

    Sets the speed scale of the particle system. Equivalent to .


    • void particles_set_use_local_coordinates ( RID particles, enable )

    If true, particles use local coordinates. If false they use global coordinates. Equivalent to Particles.local_coords.


    • reflection_probe_create ( )

    Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all reflection_probe_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this reflection probe to an instance using using the returned RID.


    • void reflection_probe_set_as_interior ( RID probe, enable )

    If true, reflections will ignore sky contribution. Equivalent to ReflectionProbe.interior_enable.


    • void reflection_probe_set_cull_mask ( probe, int layers )

    Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to .


    • void reflection_probe_set_enable_box_projection ( RID probe, enable )

    If true, uses box projection. This can make reflections look more correct in certain situations. Equivalent to ReflectionProbe.box_projection.


    • void reflection_probe_set_enable_shadows ( probe, bool enable )

    If true, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to .


    • void reflection_probe_set_extents ( RID probe, extents )

    Sets the size of the area that the reflection probe will capture. Equivalent to ReflectionProbe.extents.


    • void reflection_probe_set_intensity ( probe, float intensity )

    Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to .


    • void reflection_probe_set_interior_ambient ( RID probe, color )

    Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to ReflectionProbe.interior_ambient_color.


    • void reflection_probe_set_interior_ambient_energy ( probe, float energy )

    Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to .


    • void reflection_probe_set_interior_ambient_probe_contribution ( RID probe, contrib )

    Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to ReflectionProbe.interior_ambient_contrib.


    • void reflection_probe_set_max_distance ( probe, float distance )

    Sets the max distance away from the probe an object can be before it is culled. Equivalent to .


    • void reflection_probe_set_origin_offset ( RID probe, offset )

    Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to ReflectionProbe.origin_offset.


    Sets how often the reflection probe updates. Can either be once or every frame. See for options.


    • void request_frame_drawn_callback ( Object where, method, Variant userdata )

    Schedules a callback to the corresponding named method on where after a frame has been drawn.

    The callback method must use only 1 argument which will be called with userdata.


    • scenario_create ( )

    Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all scenario_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    The scenario is the 3D world that all the visual instances exist in.


    Sets the for this scenario. See ScenarioDebugMode for options.


    • void scenario_set_environment ( scenario, RID environment )

    Sets the environment that will be used with this scenario.


    • void scenario_set_fallback_environment ( scenario, RID environment )

    Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.


    • void scenario_set_reflection_atlas_size ( scenario, int size, subdiv )

    Sets the size of the reflection atlas shared by all reflection probes in this scenario.


    • void set_boot_image ( Image image, color, bool scale, use_filter=true )

    Sets a boot image. The color defines the background color. If scale is , the image will be scaled to fit the screen size. If use_filter is true, the image will be scaled with linear interpolation. If use_filter is false, the image will be scaled with nearest-neighbor interpolation.


    • void set_debug_generate_wireframes ( bool generate )

    If true, the engine will generate wireframes for use with the wireframe debug mode.


    • void set_default_clear_color ( color )

    Sets the default clear color which is used when a specific clear color has not been selected.


    • void set_shader_time_scale ( float scale )

    Sets the scale to apply to the passage of time for the shaders’ TIME builtin.

    The default value is 1.0, which means TIME will count the real time as it goes by, without narrowing or stretching it.


    • shader_create ( )

    Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all shader_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.


    • shader_get_code ( RID shader ) const

    Returns a shader’s code.


    • shader_get_default_texture_param ( RID shader, name ) const

    Returns a default texture from a shader searched by name.


    • Array shader_get_param_list ( shader ) const

    Returns the parameters of a shader.


    • void shader_set_code ( RID shader, code )

    Sets a shader’s code.


    • void shader_set_default_texture_param ( RID shader, name, RID texture )

    Sets a shader’s default texture. Overwrites the texture given by name.


    • void skeleton_allocate ( skeleton, int bones, is_2d_skeleton=false )

    Allocates the GPU buffers for this skeleton.


    • Transform skeleton_bone_get_transform ( skeleton, int bone ) const

    Returns the set for a specific bone of this skeleton.


    • Transform2D skeleton_bone_get_transform_2d ( skeleton, int bone ) const

    Returns the set for a specific bone of this skeleton.


    • void skeleton_bone_set_transform ( RID skeleton, bone, Transform transform )

    Sets the for a specific bone of this skeleton.


    • void skeleton_bone_set_transform_2d ( RID skeleton, bone, Transform2D transform )

    Sets the for a specific bone of this skeleton.


    • RID skeleton_create ( )

    Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all skeleton_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • int skeleton_get_bone_count ( skeleton ) const

    Returns the number of bones allocated for this skeleton.


    • RID sky_create ( )

    Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all sky_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s static method.


    • void sky_set_texture ( RID sky, cube_map, int radiance_size )

    Sets a sky’s texture.


    • spot_light_create ( )

    Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.

    To place in a scene, attach this spot light to an instance using using the returned RID.


    • void sync ( )

    Not implemented in Godot 3.x.


    • void texture_allocate ( RID texture, width, int height, depth_3d, Format format, type, int flags=7 )

    Allocates the GPU memory for the texture.


    • void texture_bind ( texture, int number )

    Binds the texture to a texture slot.


    • texture_create ( )

    Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all texture_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.


    • texture_create_from_image ( Image image, flags=7 )

    Creates a texture, allocates the space for an image, and fills in the image.


    • Array texture_debug_usage ( )

    Returns a list of all the textures and their information.


    • texture_get_data ( RID texture, cube_side=0 ) const

    Returns a copy of a texture’s image unless it’s a CubeMap, in which case it returns the RID of the image at one of the cubes sides.


    • texture_get_depth ( RID texture ) const

    Returns the depth of the texture.


    • texture_get_flags ( RID texture ) const

    Returns the flags of a texture.


    • texture_get_format ( RID texture ) const

    Returns the format of the texture’s image.


    • texture_get_height ( RID texture ) const

    Returns the texture’s height.


    • texture_get_path ( RID texture ) const

    Returns the texture’s path.


    • texture_get_texid ( RID texture ) const

    Returns the opengl id of the texture’s image.


    • texture_get_type ( RID texture ) const

    Returns the type of the texture, can be any of the .


    • int texture_get_width ( texture ) const

    Returns the texture’s width.


    • void texture_set_data ( RID texture, image, int layer=0 )

    Sets the texture’s image data. If it’s a CubeMap, it sets the image data at a cube side.


    • void texture_set_data_partial ( texture, Image image, src_x, int src_y, src_w, int src_h, dst_x, int dst_y, dst_mip, int layer=0 )

    Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.


    • void texture_set_flags ( texture, int flags )

    Sets the texture’s flags. See for options.


    • void texture_set_path ( RID texture, path )

    Sets the texture’s path.


    • void texture_set_shrink_all_x2_on_set_data ( bool shrink )

    If true, sets internal processes to shrink all image data to half the size.


    • void texture_set_size_override ( texture, int width, height, int depth )

    Resizes the texture to the specified dimensions.


    • void textures_keep_original ( enable )

    If true, the image will be stored in the texture’s images array if overwritten.


    • void viewport_attach_camera ( RID viewport, camera )

    Sets a viewport’s camera.


    • void viewport_attach_canvas ( RID viewport, canvas )

    Sets a viewport’s canvas.


    • void viewport_attach_to_screen ( RID viewport, rect=Rect2( 0, 0, 0, 0 ), int screen=0 )

    Copies viewport to a region of the screen specified by rect. If is true, then viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.

    For example, you can set the root viewport to not render at all with the following code:

    Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, viewport_set_render_direct_to_screen.


    • viewport_create ( )

    Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all viewport_* VisualServer functions.

    Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.


    • void viewport_detach ( viewport )

    Detaches the viewport from the screen.


    Returns a viewport’s render information. For options, see the constants.


    • RID viewport_get_texture ( viewport ) const

    Returns the viewport’s last rendered frame.


    • void viewport_remove_canvas ( RID viewport, canvas )

    Detaches a viewport from a canvas and vice versa.


    • void viewport_set_active ( RID viewport, active )

    If true, sets the viewport active, else sets it inactive.


    • void viewport_set_canvas_stacking ( RID viewport, canvas, int layer, sublayer )

    Sets the stacking order for a viewport’s canvas.

    layer is the actual canvas layer, while sublayer specifies the stacking order of the canvas among those in the same layer.


    • void viewport_set_canvas_transform ( RID viewport, canvas, Transform2D offset )

    Sets the transformation of a viewport’s canvas.


    Sets the clear mode of a viewport. See for options.


    • void viewport_set_debug_draw ( RID viewport, draw )

    Sets the debug draw mode of a viewport. See ViewportDebugDraw for options.


    • void viewport_set_disable_3d ( viewport, bool disabled )

    If true, a viewport’s 3D rendering is disabled.


    • void viewport_set_disable_environment ( viewport, bool disabled )

    If true, rendering of a viewport’s environment is disabled.


    • void viewport_set_global_canvas_transform ( viewport, Transform2D transform )

    Sets the viewport’s global transformation matrix.


    • void viewport_set_hdr ( viewport, bool enabled )

    If true, the viewport renders to hdr.


    • void viewport_set_hide_canvas ( viewport, bool hidden )

    If true, the viewport’s canvas is not rendered.


    • void viewport_set_hide_scenario ( viewport, bool hidden )

    Currently unimplemented in Godot 3.x.


    Sets the anti-aliasing mode. See for options.


    • void viewport_set_parent_viewport ( RID viewport, parent_viewport )

    Sets the viewport’s parent to another viewport.


    • void viewport_set_render_direct_to_screen ( RID viewport, enabled )

    If true, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the SCREEN_TEXTURE. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.


    • void viewport_set_scenario ( RID viewport, scenario )

    Sets a viewport’s scenario.

    The scenario contains information about the ScenarioDebugMode, environment information, reflection atlas etc.


    • void viewport_set_shadow_atlas_quadrant_subdivision ( viewport, int quadrant, subdivision )

    Sets the shadow atlas quadrant’s subdivision.


    • void viewport_set_shadow_atlas_size ( RID viewport, size )

    Sets the size of the shadow atlas’s images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.


    • void viewport_set_size ( RID viewport, width, int height )

    Sets the viewport’s width and height.


    • void viewport_set_transparent_background ( viewport, bool enabled )

    If true, the viewport renders its background as transparent.


    Sets when the viewport should be updated. See constants for options.


    • void viewport_set_usage ( RID viewport, usage )

    Sets the viewport’s 2D/3D mode. See ViewportUsage constants for options.


    • void viewport_set_use_arvr ( viewport, bool use_arvr )

    If true, the viewport uses augmented or virtual reality technologies. See .


    • void viewport_set_use_debanding ( RID viewport, debanding )

    If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.

    Note: Only available on the GLES3 backend. Viewport.hdr must also be true for debanding to be effective.


    Enables fast approximate antialiasing for this viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.


    • void viewport_set_vflip ( viewport, bool enabled )