SceneTree

    Manages the game loop via a hierarchy of nodes.

    As one of the most important classes, the 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.

    SceneTree is the default implementation used by scenes, and is thus in charge of the game loop.

    Tutorials

    Methods

    Variant ( String group, method, … ) vararg
    Variant ( int flags, group, String method, … ) vararg
    change_scene ( path )
    Error ( PackedScene packed_scene )
    create_timer ( time_sec, bool pause_mode_process=true )
    get_frame ( ) const
    get_network_connected_peers ( ) const
    get_network_unique_id ( ) const
    get_node_count ( ) const
    get_nodes_in_group ( group )
    int ( ) const
    bool ( String name ) const
    has_network_peer ( ) const
    is_input_handled ( )
    is_network_server ( ) const
    void ( String group, notification )
    voidnotify_group_flags ( call_flags, String group, notification )
    voidqueue_delete ( obj )
    voidquit ( exit_code=-1 )
    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 SceneTree‘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.


    • global_menu_action ( id, Variant meta )

    Emitted whenever global menu item is clicked.


    • 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.


    • node_renamed ( node )

    Emitted whenever a node is renamed.


    • physics_frame ( )

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


    • screen_resized ( )

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


    • server_disconnected ( )

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


    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_REALTIME = 2 —- Call a group immediately (calls are normally made on idle).
    • 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 stretched.
    • STRETCH_ASPECT_KEEP = 1 —- Retain the same aspect ratio by padding with black bars on either axis. This prevents distortion.
    • 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. This prevents distortion while avoiding black bars.
    Setterset_current_scene(value)
    Getterget_current_scene()

    • debug_collisions_hint
    Defaultfalse
    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.


    • bool debug_navigation_hint

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


    • edited_scene_root
    Setterset_edited_scene_root(value)
    Getterget_edited_scene_root()

    The root of the edited scene.


    Setterset_multiplayer(value)
    Getterget_multiplayer()

    The default instance for this SceneTree.


    • bool multiplayer_poll
    Defaulttrue
    Setterset_multiplayer_poll_enabled(value)
    Getteris_multiplayer_poll_enabled()

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

    If false, you need to manually call to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the from threads.


    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 ) and will set the root node’s network mode to master, or it will become a regular peer with the 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.


    Defaultfalse
    Setterset_pause(value)
    Getteris_paused()

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


    • bool refuse_new_network_connections
    Defaultfalse
    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 .


    If true, font oversampling is used.

    Method Descriptions

    Calls method on each member of the given group. You can pass arguments to method by specifying them at the end of the method call.

    Note: method may only have 5 arguments at most (7 arguments passed to this method in total).


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

    Calls method on each member of the given group, respecting the given . You can pass arguments to method by specifying them at the end of the method call.

    Note: method may only have 5 arguments at most (8 arguments passed to this method in total).


    • 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 cannot be loaded into a , or @GlobalScope.ERR_CANT_CREATE if that scene cannot be instantiated.

    Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the call.


    • Error change_scene_to ( packed_scene )

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

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

    Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the call.


    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.


    • get_frame ( ) const

    Returns the current frame number, i.e. the total frame count since the application started.


    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 SceneTree‘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 ( exit_code=-1 )

    Quits the application at the end of the current iteration. A process exit_code can optionally be passed as an argument. If this argument is 0 or greater, it will override the OS.exit_code defined before quitting the application.


    • reload_current_scene ( )

    Reloads the currently active scene.

    Returns @GlobalScope.OK on success, if no current_scene was defined yet, if current_scene cannot be loaded into a , or @GlobalScope.ERR_CANT_CREATE if the scene cannot be instantiated.


    • void set_auto_accept_quit ( enabled )

    If true, the application automatically accepts quitting. Enabled by default.

    For mobile platforms, see set_quit_on_go_back.


    • 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.


    If true, the application quits automatically on going back (e.g. on Android). Enabled by default.


    Configures screen stretching to the given StretchMode, , minimum size and ratio.