Manages the game loop via a hierarchy of nodes.
As one of the most important classes, the SceneTree
manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.
You can also use the SceneTree
to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
SceneTree
is the default MainLoop implementation used by scenes, and is thus in charge of the game loop.
Emitted whenever this SceneTree
's network_peer successfully connected to a server. Only emitted on clients.
Emitted whenever this SceneTree
's network_peer fails to establish a connection to a server. Only emitted on clients.
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.
Emitted whenever global menu item is clicked.
Emitted immediately before Node._process is called on every node in the SceneTree
.
Emitted whenever this SceneTree
's network_peer 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).
Emitted whenever this SceneTree
's network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.
Emitted whenever a node is added to the SceneTree
.
Emitted when a node's configuration changed. Only emitted in tool
mode.
Emitted whenever a node is removed from the SceneTree
.
Emitted whenever a node is renamed.
Emitted immediately before Node._physics_process is called on every node in the SceneTree
.
Emitted when the screen resolution (fullscreen) or window size (windowed) changes.
Emitted whenever this SceneTree
's network_peer disconnected from server. Only emitted on clients.
Emitted whenever the SceneTree
hierarchy changed (children being moved or renamed, etc.).
enum GroupCallFlags:
enum StretchMode:
enum StretchAspect:
Setter | set_current_scene(value) |
Getter | get_current_scene() |
The current scene.
Default | false |
Setter | set_debug_collisions_hint(value) |
Getter | is_debugging_collisions_hint() |
If true
, collision shapes will be visible when running the game from the editor for debugging purposes.
Default | false |
Setter | set_debug_navigation_hint(value) |
Getter | is_debugging_navigation_hint() |
If true
, navigation polygons will be visible when running the game from the editor for debugging purposes.
Setter | set_edited_scene_root(value) |
Getter | get_edited_scene_root() |
The root of the edited scene.
Setter | set_multiplayer(value) |
Getter | get_multiplayer() |
The default MultiplayerAPI instance for this SceneTree
.
Default | true |
Setter | set_multiplayer_poll_enabled(value) |
Getter | is_multiplayer_poll_enabled() |
If true
(default value), enables automatic polling of the MultiplayerAPI for this SceneTree during idle_frame.
If false
, you need to manually call MultiplayerAPI.poll 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 MultiplayerAPI from threads.
Setter | set_network_peer(value) |
Getter | get_network_peer() |
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree
will become a network server (check with is_network_server) and will set 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.
Default | false |
Setter | set_pause(value) |
Getter | is_paused() |
If true
, the SceneTree
is paused. Doing so will have the following behavior:
Default | false |
Setter | set_refuse_new_network_connections(value) |
Getter | is_refusing_new_network_connections() |
If true
, the SceneTree
's network_peer refuses new incoming connections.
Getter | get_root() |
The SceneTree
's root Viewport.
Default | false |
Setter | set_use_font_oversampling(value) |
Getter | is_using_font_oversampling() |
If true
, font oversampling is used.
Calls method
on each member of the given group.
Calls method
on each member of the given group, respecting the given GroupCallFlags.
Changes the running scene to the one at the given path
, after loading it into a PackedScene and creating a new instance.
Returns @GlobalScope.OK on success, @GlobalScope.ERR_CANT_OPEN if the path
cannot be loaded into a PackedScene, or @GlobalScope.ERR_CANT_CREATE if that scene cannot be instantiated.
Changes the running scene to a new instance of the given PackedScene.
Returns @GlobalScope.OK on success or @GlobalScope.ERR_CANT_CREATE if the scene cannot be instantiated.
Returns a SceneTreeTimer which will SceneTreeTimer.timeout after the given time in seconds elapsed in this SceneTree
. If pause_mode_process
is set to false
, pausing the SceneTree
will also pause the timer.
Commonly used to create a one-shot delay timer as in the following example:
func some_function(): print("start") yield(get_tree().create_timer(1.0), "timeout") print("end")
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 network_peer.
Returns the unique peer ID of this SceneTree
's network_peer.
Returns the number of nodes in this SceneTree
.
Returns a list of all nodes assigned to the given group.
Returns the sender's peer ID for the most recently received RPC call.
Returns true
if the given group exists.
Returns true
if there is a network_peer set.
Returns true
if the most recent InputEvent was marked as handled with set_input_as_handled.
Returns true
if this SceneTree
's network_peer is in server mode (listening for connections).
Sends the given notification to all members of the group
.
Sends the given notification to all members of the group
, respecting the given GroupCallFlags.
Queues the given object for deletion, delaying the call to Object.free to after the current frame.
Quits the application. 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.
Reloads the currently active scene.
Returns @GlobalScope.OK on success, @GlobalScope.ERR_UNCONFIGURED if no current_scene was defined yet, @GlobalScope.ERR_CANT_OPEN if current_scene cannot be loaded into a PackedScene, or @GlobalScope.ERR_CANT_CREATE if the scene cannot be instantiated.
If true
, the application automatically accepts quitting. Enabled by default.
For mobile platforms, see set_quit_on_go_back.
Sets the given property
to value
on all members of the given group.
Sets the given property
to value
on all members of the given group, respecting the given GroupCallFlags.
Marks the most recent InputEvent as handled.
If true
, the application quits automatically on going back (e.g. on Android). Enabled by default.
To handle 'Go Back' button when this option is disabled, use MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST.
Configures screen stretching to the given StretchMode, StretchAspect, minimum size and shrink
ratio.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_scenetree.html