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- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/4.2/doc/classes/Object.xml.
- .. _class_Object:
- Object
- ======
- **Inherited By:** :ref:`AudioServer<class_AudioServer>`, :ref:`CameraServer<class_CameraServer>`, :ref:`ClassDB<class_ClassDB>`, :ref:`DisplayServer<class_DisplayServer>`, :ref:`EditorFileSystemDirectory<class_EditorFileSystemDirectory>`, :ref:`EditorInterface<class_EditorInterface>`, :ref:`EditorPaths<class_EditorPaths>`, :ref:`EditorSelection<class_EditorSelection>`, :ref:`EditorUndoRedoManager<class_EditorUndoRedoManager>`, :ref:`EditorVCSInterface<class_EditorVCSInterface>`, :ref:`Engine<class_Engine>`, :ref:`EngineDebugger<class_EngineDebugger>`, :ref:`GDExtensionManager<class_GDExtensionManager>`, :ref:`Geometry2D<class_Geometry2D>`, :ref:`Geometry3D<class_Geometry3D>`, :ref:`GodotSharp<class_GodotSharp>`, :ref:`Input<class_Input>`, :ref:`InputMap<class_InputMap>`, :ref:`IP<class_IP>`, :ref:`JavaClassWrapper<class_JavaClassWrapper>`, :ref:`JavaScriptBridge<class_JavaScriptBridge>`, :ref:`JNISingleton<class_JNISingleton>`, :ref:`JSONRPC<class_JSONRPC>`, :ref:`MainLoop<class_MainLoop>`, :ref:`Marshalls<class_Marshalls>`, :ref:`MovieWriter<class_MovieWriter>`, :ref:`NavigationMeshGenerator<class_NavigationMeshGenerator>`, :ref:`NavigationServer2D<class_NavigationServer2D>`, :ref:`NavigationServer3D<class_NavigationServer3D>`, :ref:`Node<class_Node>`, :ref:`OpenXRExtensionWrapperExtension<class_OpenXRExtensionWrapperExtension>`, :ref:`OpenXRInteractionProfileMetadata<class_OpenXRInteractionProfileMetadata>`, :ref:`OS<class_OS>`, :ref:`Performance<class_Performance>`, :ref:`PhysicsDirectBodyState2D<class_PhysicsDirectBodyState2D>`, :ref:`PhysicsDirectBodyState3D<class_PhysicsDirectBodyState3D>`, :ref:`PhysicsDirectSpaceState2D<class_PhysicsDirectSpaceState2D>`, :ref:`PhysicsDirectSpaceState3D<class_PhysicsDirectSpaceState3D>`, :ref:`PhysicsServer2D<class_PhysicsServer2D>`, :ref:`PhysicsServer2DManager<class_PhysicsServer2DManager>`, :ref:`PhysicsServer3D<class_PhysicsServer3D>`, :ref:`PhysicsServer3DManager<class_PhysicsServer3DManager>`, :ref:`PhysicsServer3DRenderingServerHandler<class_PhysicsServer3DRenderingServerHandler>`, :ref:`ProjectSettings<class_ProjectSettings>`, :ref:`RefCounted<class_RefCounted>`, :ref:`RenderingDevice<class_RenderingDevice>`, :ref:`RenderingServer<class_RenderingServer>`, :ref:`ResourceLoader<class_ResourceLoader>`, :ref:`ResourceSaver<class_ResourceSaver>`, :ref:`ResourceUID<class_ResourceUID>`, :ref:`ScriptLanguage<class_ScriptLanguage>`, :ref:`TextServerManager<class_TextServerManager>`, :ref:`ThemeDB<class_ThemeDB>`, :ref:`TileData<class_TileData>`, :ref:`Time<class_Time>`, :ref:`TranslationServer<class_TranslationServer>`, :ref:`TreeItem<class_TreeItem>`, :ref:`UndoRedo<class_UndoRedo>`, :ref:`WorkerThreadPool<class_WorkerThreadPool>`, :ref:`XRServer<class_XRServer>`
- Base class for all other classes in the engine.
- .. rst-class:: classref-introduction-group
- Description
- -----------
- An advanced :ref:`Variant<class_Variant>` type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a :ref:`Sprite2D<class_Sprite2D>` instance is able to call :ref:`Node.add_child<class_Node_method_add_child>` because it inherits from :ref:`Node<class_Node>`.
- You can create new instances, using ``Object.new()`` in GDScript, or ``new GodotObject`` in C#.
- To delete an Object instance, call :ref:`free<class_Object_method_free>`. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, :ref:`RefCounted<class_RefCounted>` (and by extension :ref:`Resource<class_Resource>`) deletes itself when no longer referenced, and :ref:`Node<class_Node>` deletes its children when freed.
- Objects can have a :ref:`Script<class_Script>` attached to them. Once the :ref:`Script<class_Script>` is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals.
- Inside a :ref:`Script<class_Script>`, :ref:`_get_property_list<class_Object_private_method__get_property_list>` may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the :ref:`@GDScript.@export<class_@GDScript_annotation_@export>` annotation.
- Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as :ref:`set<class_Object_method_set>`, :ref:`get<class_Object_method_get>`, :ref:`call<class_Object_method_call>`, :ref:`has_method<class_Object_method_has_method>`, :ref:`has_signal<class_Object_method_has_signal>`, etc. Note that these methods are **much** slower than direct references.
- In GDScript, you can also check if a given property, method, or signal name exists in an object with the ``in`` operator:
- ::
- var node = Node.new()
- print("name" in node) # Prints true
- print("get_parent" in node) # Prints true
- print("tree_entered" in node) # Prints true
- print("unknown" in node) # Prints false
- Notifications are :ref:`int<class_int>` constants commonly sent and received by objects. For example, on every rendered frame, the :ref:`SceneTree<class_SceneTree>` notifies nodes inside the tree with a :ref:`Node.NOTIFICATION_PROCESS<class_Node_constant_NOTIFICATION_PROCESS>`. The nodes receive it and may call :ref:`Node._process<class_Node_private_method__process>` to update. To make use of notifications, see :ref:`notification<class_Object_method_notification>` and :ref:`_notification<class_Object_private_method__notification>`.
- Lastly, every object can also contain metadata (data about data). :ref:`set_meta<class_Object_method_set_meta>` can be useful to store information that the object itself does not depend on. To keep your code clean, making excessive use of metadata is discouraged.
- \ **Note:** Unlike references to a :ref:`RefCounted<class_RefCounted>`, references to an object stored in a variable can become invalid without being set to ``null``. To check if an object has been deleted, do *not* compare it against ``null``. Instead, use :ref:`@GlobalScope.is_instance_valid<class_@GlobalScope_method_is_instance_valid>`. It's also recommended to inherit from :ref:`RefCounted<class_RefCounted>` for classes storing data instead of **Object**.
- \ **Note:** The ``script`` is not exposed like most properties. To set or get an object's :ref:`Script<class_Script>` in code, use :ref:`set_script<class_Object_method_set_script>` and :ref:`get_script<class_Object_method_get_script>`, respectively.
- .. rst-class:: classref-introduction-group
- Tutorials
- ---------
- - :doc:`Object class introduction <../contributing/development/core_and_modules/object_class>`
- - :doc:`When and how to avoid using nodes for everything <../tutorials/best_practices/node_alternatives>`
- - :doc:`Object notifications <../tutorials/best_practices/godot_notifications>`
- .. rst-class:: classref-reftable-group
- Methods
- -------
- .. table::
- :widths: auto
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`_get<class_Object_private_method__get>` **(** :ref:`StringName<class_StringName>` property **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary[]<class_Dictionary>` | :ref:`_get_property_list<class_Object_private_method__get_property_list>` **(** **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`_init<class_Object_private_method__init>` **(** **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`_notification<class_Object_private_method__notification>` **(** :ref:`int<class_int>` what **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`_property_can_revert<class_Object_private_method__property_can_revert>` **(** :ref:`StringName<class_StringName>` property **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`_property_get_revert<class_Object_private_method__property_get_revert>` **(** :ref:`StringName<class_StringName>` property **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`_set<class_Object_private_method__set>` **(** :ref:`StringName<class_StringName>` property, :ref:`Variant<class_Variant>` value **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`_to_string<class_Object_private_method__to_string>` **(** **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`_validate_property<class_Object_private_method__validate_property>` **(** :ref:`Dictionary<class_Dictionary>` property **)** |virtual| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_user_signal<class_Object_method_add_user_signal>` **(** :ref:`String<class_String>` signal, :ref:`Array<class_Array>` arguments=[] **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`call<class_Object_method_call>` **(** :ref:`StringName<class_StringName>` method, ... **)** |vararg| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`call_deferred<class_Object_method_call_deferred>` **(** :ref:`StringName<class_StringName>` method, ... **)** |vararg| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`callv<class_Object_method_callv>` **(** :ref:`StringName<class_StringName>` method, :ref:`Array<class_Array>` arg_array **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`can_translate_messages<class_Object_method_can_translate_messages>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`cancel_free<class_Object_method_cancel_free>` **(** **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`connect<class_Object_method_connect>` **(** :ref:`StringName<class_StringName>` signal, :ref:`Callable<class_Callable>` callable, :ref:`int<class_int>` flags=0 **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`disconnect<class_Object_method_disconnect>` **(** :ref:`StringName<class_StringName>` signal, :ref:`Callable<class_Callable>` callable **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`emit_signal<class_Object_method_emit_signal>` **(** :ref:`StringName<class_StringName>` signal, ... **)** |vararg| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`free<class_Object_method_free>` **(** **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`get<class_Object_method_get>` **(** :ref:`StringName<class_StringName>` property **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`get_class<class_Object_method_get_class>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary[]<class_Dictionary>` | :ref:`get_incoming_connections<class_Object_method_get_incoming_connections>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`get_indexed<class_Object_method_get_indexed>` **(** :ref:`NodePath<class_NodePath>` property_path **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_instance_id<class_Object_method_get_instance_id>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`get_meta<class_Object_method_get_meta>` **(** :ref:`StringName<class_StringName>` name, :ref:`Variant<class_Variant>` default=null **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`StringName[]<class_StringName>` | :ref:`get_meta_list<class_Object_method_get_meta_list>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary[]<class_Dictionary>` | :ref:`get_method_list<class_Object_method_get_method_list>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary[]<class_Dictionary>` | :ref:`get_property_list<class_Object_method_get_property_list>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`get_script<class_Object_method_get_script>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary[]<class_Dictionary>` | :ref:`get_signal_connection_list<class_Object_method_get_signal_connection_list>` **(** :ref:`StringName<class_StringName>` signal **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary[]<class_Dictionary>` | :ref:`get_signal_list<class_Object_method_get_signal_list>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`has_meta<class_Object_method_has_meta>` **(** :ref:`StringName<class_StringName>` name **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`has_method<class_Object_method_has_method>` **(** :ref:`StringName<class_StringName>` method **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`has_signal<class_Object_method_has_signal>` **(** :ref:`StringName<class_StringName>` signal **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`has_user_signal<class_Object_method_has_user_signal>` **(** :ref:`StringName<class_StringName>` signal **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_blocking_signals<class_Object_method_is_blocking_signals>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_class<class_Object_method_is_class>` **(** :ref:`String<class_String>` class **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_connected<class_Object_method_is_connected>` **(** :ref:`StringName<class_StringName>` signal, :ref:`Callable<class_Callable>` callable **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_queued_for_deletion<class_Object_method_is_queued_for_deletion>` **(** **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`notification<class_Object_method_notification>` **(** :ref:`int<class_int>` what, :ref:`bool<class_bool>` reversed=false **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`notify_property_list_changed<class_Object_method_notify_property_list_changed>` **(** **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`property_can_revert<class_Object_method_property_can_revert>` **(** :ref:`StringName<class_StringName>` property **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_Variant>` | :ref:`property_get_revert<class_Object_method_property_get_revert>` **(** :ref:`StringName<class_StringName>` property **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`remove_meta<class_Object_method_remove_meta>` **(** :ref:`StringName<class_StringName>` name **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set<class_Object_method_set>` **(** :ref:`StringName<class_StringName>` property, :ref:`Variant<class_Variant>` value **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_block_signals<class_Object_method_set_block_signals>` **(** :ref:`bool<class_bool>` enable **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_deferred<class_Object_method_set_deferred>` **(** :ref:`StringName<class_StringName>` property, :ref:`Variant<class_Variant>` value **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_indexed<class_Object_method_set_indexed>` **(** :ref:`NodePath<class_NodePath>` property_path, :ref:`Variant<class_Variant>` value **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_message_translation<class_Object_method_set_message_translation>` **(** :ref:`bool<class_bool>` enable **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_meta<class_Object_method_set_meta>` **(** :ref:`StringName<class_StringName>` name, :ref:`Variant<class_Variant>` value **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_script<class_Object_method_set_script>` **(** :ref:`Variant<class_Variant>` script **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`to_string<class_Object_method_to_string>` **(** **)** |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`tr<class_Object_method_tr>` **(** :ref:`StringName<class_StringName>` message, :ref:`StringName<class_StringName>` context="" **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`tr_n<class_Object_method_tr_n>` **(** :ref:`StringName<class_StringName>` message, :ref:`StringName<class_StringName>` plural_message, :ref:`int<class_int>` n, :ref:`StringName<class_StringName>` context="" **)** |const| |
- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Signals
- -------
- .. _class_Object_signal_property_list_changed:
- .. rst-class:: classref-signal
- **property_list_changed** **(** **)**
- Emitted when :ref:`notify_property_list_changed<class_Object_method_notify_property_list_changed>` is called.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_signal_script_changed:
- .. rst-class:: classref-signal
- **script_changed** **(** **)**
- Emitted when the object's script is changed.
- \ **Note:** When this signal is emitted, the new script is not initialized yet. If you need to access the new script, defer connections to this signal with :ref:`CONNECT_DEFERRED<class_Object_constant_CONNECT_DEFERRED>`.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Enumerations
- ------------
- .. _enum_Object_ConnectFlags:
- .. rst-class:: classref-enumeration
- enum **ConnectFlags**:
- .. _class_Object_constant_CONNECT_DEFERRED:
- .. rst-class:: classref-enumeration-constant
- :ref:`ConnectFlags<enum_Object_ConnectFlags>` **CONNECT_DEFERRED** = ``1``
- Deferred connections trigger their :ref:`Callable<class_Callable>`\ s on idle time (at the end of the frame), rather than instantly.
- .. _class_Object_constant_CONNECT_PERSIST:
- .. rst-class:: classref-enumeration-constant
- :ref:`ConnectFlags<enum_Object_ConnectFlags>` **CONNECT_PERSIST** = ``2``
- Persisting connections are stored when the object is serialized (such as when using :ref:`PackedScene.pack<class_PackedScene_method_pack>`). In the editor, connections created through the Node dock are always persisting.
- .. _class_Object_constant_CONNECT_ONE_SHOT:
- .. rst-class:: classref-enumeration-constant
- :ref:`ConnectFlags<enum_Object_ConnectFlags>` **CONNECT_ONE_SHOT** = ``4``
- One-shot connections disconnect themselves after emission.
- .. _class_Object_constant_CONNECT_REFERENCE_COUNTED:
- .. rst-class:: classref-enumeration-constant
- :ref:`ConnectFlags<enum_Object_ConnectFlags>` **CONNECT_REFERENCE_COUNTED** = ``8``
- Reference-counted connections can be assigned to the same :ref:`Callable<class_Callable>` multiple times. Each disconnection decreases the internal counter. The signal fully disconnects only when the counter reaches 0.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Constants
- ---------
- .. _class_Object_constant_NOTIFICATION_POSTINITIALIZE:
- .. rst-class:: classref-constant
- **NOTIFICATION_POSTINITIALIZE** = ``0``
- Notification received when the object is initialized, before its script is attached. Used internally.
- .. _class_Object_constant_NOTIFICATION_PREDELETE:
- .. rst-class:: classref-constant
- **NOTIFICATION_PREDELETE** = ``1``
- Notification received when the object is about to be deleted. Can act as the deconstructor of some programming languages.
- .. _class_Object_constant_NOTIFICATION_EXTENSION_RELOADED:
- .. rst-class:: classref-constant
- **NOTIFICATION_EXTENSION_RELOADED** = ``2``
- Notification received when the object finishes hot reloading. This notification is only sent for extensions classes and derived.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Method Descriptions
- -------------------
- .. _class_Object_private_method__get:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **_get** **(** :ref:`StringName<class_StringName>` property **)** |virtual|
- Override this method to customize the behavior of :ref:`get<class_Object_method_get>`. Should return the given ``property``'s value, or ``null`` if the ``property`` should be handled normally.
- Combined with :ref:`_set<class_Object_private_method__set>` and :ref:`_get_property_list<class_Object_private_method__get_property_list>`, this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in :ref:`get_property_list<class_Object_method_get_property_list>`, otherwise this method will not be called.
- .. tabs::
- .. code-tab:: gdscript
- func _get(property):
- if property == "fake_property":
- print("Getting my property!")
- return 4
-
- func _get_property_list():
- return [
- { "name": "fake_property", "type": TYPE_INT }
- ]
- .. code-tab:: csharp
- public override Variant _Get(StringName property)
- {
- if (property == "FakeProperty")
- {
- GD.Print("Getting my property!");
- return 4;
- }
- return default;
- }
-
- public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
- {
- return new Godot.Collections.Array<Godot.Collections.Dictionary>()
- {
- new Godot.Collections.Dictionary()
- {
- { "name", "FakeProperty" },
- { "type", (int)Variant.Type.Int }
- }
- };
- }
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__get_property_list:
- .. rst-class:: classref-method
- :ref:`Dictionary[]<class_Dictionary>` **_get_property_list** **(** **)** |virtual|
- Override this method to customize how script properties should be handled by the engine.
- Should return a property list, as an :ref:`Array<class_Array>` of dictionaries. The result is added to the array of :ref:`get_property_list<class_Object_method_get_property_list>`, and should be formatted in the same way. Each :ref:`Dictionary<class_Dictionary>` must at least contain the ``name`` and ``type`` entries.
- The example below displays ``hammer_type`` in the Inspector dock, only if ``holding_hammer`` is ``true``:
- .. tabs::
- .. code-tab:: gdscript
- @tool
- extends Node2D
-
- @export var holding_hammer = false:
- set(value):
- holding_hammer = value
- notify_property_list_changed()
- var hammer_type = 0
-
- func _get_property_list():
- # By default, `hammer_type` is not visible in the editor.
- var property_usage = PROPERTY_USAGE_NO_EDITOR
-
- if holding_hammer:
- property_usage = PROPERTY_USAGE_DEFAULT
-
- var properties = []
- properties.append({
- "name": "hammer_type",
- "type": TYPE_INT,
- "usage": property_usage, # See above assignment.
- "hint": PROPERTY_HINT_ENUM,
- "hint_string": "Wooden,Iron,Golden,Enchanted"
- })
-
- return properties
- .. code-tab:: csharp
- [Tool]
- public partial class MyNode2D : Node2D
- {
- private bool _holdingHammer;
-
- [Export]
- public bool HoldingHammer
- {
- get => _holdingHammer;
- set
- {
- _holdingHammer = value;
- NotifyPropertyListChanged();
- }
- }
-
- public int HammerType { get; set; }
-
- public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
- {
- // By default, `HammerType` is not visible in the editor.
- var propertyUsage = PropertyUsageFlags.NoEditor;
-
- if (HoldingHammer)
- {
- propertyUsage = PropertyUsageFlags.Default;
- }
-
- var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>();
- properties.Add(new Godot.Collections.Dictionary()
- {
- { "name", "HammerType" },
- { "type", (int)Variant.Type.Int },
- { "usage", (int)propertyUsage }, // See above assignment.
- { "hint", (int)PropertyHint.Enum },
- { "hint_string", "Wooden,Iron,Golden,Enchanted" }
- });
-
- return properties;
- }
- }
- \ **Note:** This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See :ref:`@GDScript.@export<class_@GDScript_annotation_@export>`, :ref:`@GDScript.@export_enum<class_@GDScript_annotation_@export_enum>`, :ref:`@GDScript.@export_group<class_@GDScript_annotation_@export_group>`, etc.
- \ **Note:** If the object's script is not :ref:`@GDScript.@tool<class_@GDScript_annotation_@tool>`, this method will not be called in the editor.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__init:
- .. rst-class:: classref-method
- void **_init** **(** **)** |virtual|
- Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through ``Object.new()`` in GDScript, or ``new GodotObject`` in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
- \ **Note:** If :ref:`_init<class_Object_private_method__init>` is defined with *required* parameters, the Object with script may only be created directly. If any other means (such as :ref:`PackedScene.instantiate<class_PackedScene_method_instantiate>` or :ref:`Node.duplicate<class_Node_method_duplicate>`) are used, the script's initialization will fail.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__notification:
- .. rst-class:: classref-method
- void **_notification** **(** :ref:`int<class_int>` what **)** |virtual|
- Called when the object receives a notification, which can be identified in ``what`` by comparing it with a constant. See also :ref:`notification<class_Object_method_notification>`.
- .. tabs::
- .. code-tab:: gdscript
- func _notification(what):
- if what == NOTIFICATION_PREDELETE:
- print("Goodbye!")
- .. code-tab:: csharp
- public override void _Notification(int what)
- {
- if (what == NotificationPredelete)
- {
- GD.Print("Goodbye!");
- }
- }
- \ **Note:** The base **Object** defines a few notifications (:ref:`NOTIFICATION_POSTINITIALIZE<class_Object_constant_NOTIFICATION_POSTINITIALIZE>` and :ref:`NOTIFICATION_PREDELETE<class_Object_constant_NOTIFICATION_PREDELETE>`). Inheriting classes such as :ref:`Node<class_Node>` define a lot more notifications, which are also received by this method.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__property_can_revert:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **_property_can_revert** **(** :ref:`StringName<class_StringName>` property **)** |virtual|
- Override this method to customize the given ``property``'s revert behavior. Should return ``true`` if the ``property`` can be reverted in the Inspector dock. Use :ref:`_property_get_revert<class_Object_private_method__property_get_revert>` to specify the ``property``'s default value.
- \ **Note:** This method must return consistently, regardless of the current value of the ``property``.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__property_get_revert:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **_property_get_revert** **(** :ref:`StringName<class_StringName>` property **)** |virtual|
- Override this method to customize the given ``property``'s revert behavior. Should return the default value for the ``property``. If the default value differs from the ``property``'s current value, a revert icon is displayed in the Inspector dock.
- \ **Note:** :ref:`_property_can_revert<class_Object_private_method__property_can_revert>` must also be overridden for this method to be called.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__set:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **_set** **(** :ref:`StringName<class_StringName>` property, :ref:`Variant<class_Variant>` value **)** |virtual|
- Override this method to customize the behavior of :ref:`set<class_Object_method_set>`. Should set the ``property`` to ``value`` and return ``true``, or ``false`` if the ``property`` should be handled normally. The *exact* way to set the ``property`` is up to this method's implementation.
- Combined with :ref:`_get<class_Object_private_method__get>` and :ref:`_get_property_list<class_Object_private_method__get_property_list>`, this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property *must* be present in :ref:`get_property_list<class_Object_method_get_property_list>`, otherwise this method will not be called.
- .. tabs::
- .. code-tab:: gdscript
- var internal_data = {}
-
- func _set(property, value):
- if property == "fake_property":
- # Storing the value in the fake property.
- internal_data["fake_property"] = value
- return true
- return false
-
- func _get_property_list():
- return [
- { "name": "fake_property", "type": TYPE_INT }
- ]
- .. code-tab:: csharp
- private Godot.Collections.Dictionary _internalData = new Godot.Collections.Dictionary();
-
- public override bool _Set(StringName property, Variant value)
- {
- if (property == "FakeProperty")
- {
- // Storing the value in the fake property.
- _internalData["FakeProperty"] = value;
- return true;
- }
-
- return false;
- }
-
- public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
- {
- return new Godot.Collections.Array<Godot.Collections.Dictionary>()
- {
- new Godot.Collections.Dictionary()
- {
- { "name", "FakeProperty" },
- { "type", (int)Variant.Type.Int }
- }
- };
- }
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__to_string:
- .. rst-class:: classref-method
- :ref:`String<class_String>` **_to_string** **(** **)** |virtual|
- Override this method to customize the return value of :ref:`to_string<class_Object_method_to_string>`, and therefore the object's representation as a :ref:`String<class_String>`.
- ::
- func _to_string():
- return "Welcome to Godot 4!"
-
- func _init():
- print(self) # Prints Welcome to Godot 4!"
- var a = str(self) # a is "Welcome to Godot 4!"
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_private_method__validate_property:
- .. rst-class:: classref-method
- void **_validate_property** **(** :ref:`Dictionary<class_Dictionary>` property **)** |virtual|
- Override this method to customize existing properties. Every property info goes through this method. The dictionary contents is the same as in :ref:`_get_property_list<class_Object_private_method__get_property_list>`.
- .. tabs::
- .. code-tab:: gdscript
- @tool
- extends Node
-
- @export var is_number_editable: bool:
- set(value):
- is_number_editable = value
- notify_property_list_changed()
- @export var number: int
-
- func _validate_property(property: Dictionary):
- if property.name == "number" and not is_number_editable:
- property.usage |= PROPERTY_USAGE_READ_ONLY
- .. code-tab:: csharp
- [Tool]
- public partial class MyNode : Node
- {
- private bool _isNumberEditable;
-
- [Export]
- public bool IsNumberEditable
- {
- get => _isNumberEditable;
- set
- {
- _isNumberEditable = value;
- NotifyPropertyListChanged();
- }
- }
-
- [Export]
- public int Number { get; set; }
-
- public override void _ValidateProperty(Godot.Collections.Dictionary property)
- {
- if (property["name"].AsStringName() == PropertyName.Number && IsNumberEditable)
- {
- var usage = property["usage"].As<PropertyUsageFlags>() | PropertyUsageFlags.ReadOnly;
- property["usage"] = (int)usage;
- }
- }
- }
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_add_user_signal:
- .. rst-class:: classref-method
- void **add_user_signal** **(** :ref:`String<class_String>` signal, :ref:`Array<class_Array>` arguments=[] **)**
- Adds a user-defined ``signal``. Optional arguments for the signal can be added as an :ref:`Array<class_Array>` of dictionaries, each defining a ``name`` :ref:`String<class_String>` and a ``type`` :ref:`int<class_int>` (see :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>`). See also :ref:`has_user_signal<class_Object_method_has_user_signal>`.
- .. tabs::
- .. code-tab:: gdscript
- add_user_signal("hurt", [
- { "name": "damage", "type": TYPE_INT },
- { "name": "source", "type": TYPE_OBJECT }
- ])
- .. code-tab:: csharp
- AddUserSignal("Hurt", new Godot.Collections.Array()
- {
- new Godot.Collections.Dictionary()
- {
- { "name", "damage" },
- { "type", (int)Variant.Type.Int }
- },
- new Godot.Collections.Dictionary()
- {
- { "name", "source" },
- { "type", (int)Variant.Type.Object }
- }
- });
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_call:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **call** **(** :ref:`StringName<class_StringName>` method, ... **)** |vararg|
- Calls the ``method`` on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node3D.new()
- node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
- .. code-tab:: csharp
- var node = new Node3D();
- node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);
- \ **Note:** In C#, ``method`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``MethodName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_call_deferred:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **call_deferred** **(** :ref:`StringName<class_StringName>` method, ... **)** |vararg|
- Calls the ``method`` on the object during idle time. Always returns null, **not** the method's result.
- Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they'll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
- This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node3D.new()
- node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
- .. code-tab:: csharp
- var node = new Node3D();
- node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);
- See also :ref:`Callable.call_deferred<class_Callable_method_call_deferred>`.
- \ **Note:** In C#, ``method`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``MethodName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- \ **Note:** If you're looking to delay the function call by a frame, refer to the :ref:`SceneTree.process_frame<class_SceneTree_signal_process_frame>` and :ref:`SceneTree.physics_frame<class_SceneTree_signal_physics_frame>` signals.
- ::
- var node = Node3D.new()
- # Make a Callable and bind the arguments to the node's rotate() call.
- var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
- # Connect the callable to the process_frame signal, so it gets called in the next process frame.
- # CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
- get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_callv:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **callv** **(** :ref:`StringName<class_StringName>` method, :ref:`Array<class_Array>` arg_array **)**
- Calls the ``method`` on the object and returns the result. Unlike :ref:`call<class_Object_method_call>`, this method expects all parameters to be contained inside ``arg_array``.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node3D.new()
- node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])
- .. code-tab:: csharp
- var node = new Node3D();
- node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
- \ **Note:** In C#, ``method`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``MethodName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_can_translate_messages:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **can_translate_messages** **(** **)** |const|
- Returns ``true`` if the object is allowed to translate messages with :ref:`tr<class_Object_method_tr>` and :ref:`tr_n<class_Object_method_tr_n>`. See also :ref:`set_message_translation<class_Object_method_set_message_translation>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_cancel_free:
- .. rst-class:: classref-method
- void **cancel_free** **(** **)**
- If this method is called during :ref:`NOTIFICATION_PREDELETE<class_Object_constant_NOTIFICATION_PREDELETE>`, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_connect:
- .. rst-class:: classref-method
- :ref:`Error<enum_@GlobalScope_Error>` **connect** **(** :ref:`StringName<class_StringName>` signal, :ref:`Callable<class_Callable>` callable, :ref:`int<class_int>` flags=0 **)**
- Connects a ``signal`` by name to a ``callable``. Optional ``flags`` can be also added to configure the connection's behavior (see :ref:`ConnectFlags<enum_Object_ConnectFlags>` constants).
- A signal can only be connected once to the same :ref:`Callable<class_Callable>`. If the signal is already connected, this method returns :ref:`@GlobalScope.ERR_INVALID_PARAMETER<class_@GlobalScope_constant_ERR_INVALID_PARAMETER>` and pushes an error message, unless the signal is connected with :ref:`CONNECT_REFERENCE_COUNTED<class_Object_constant_CONNECT_REFERENCE_COUNTED>`. To prevent this, use :ref:`is_connected<class_Object_method_is_connected>` first to check for existing connections.
- If the ``callable``'s object is freed, the connection will be lost.
- \ **Examples with recommended syntax:**\
- Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach.
- .. tabs::
- .. code-tab:: gdscript
- func _ready():
- var button = Button.new()
- # `button_down` here is a Signal variant type, and we thus call the Signal.connect() method, not Object.connect().
- # See discussion below for a more in-depth overview of the API.
- button.button_down.connect(_on_button_down)
-
- # This assumes that a `Player` class exists, which defines a `hit` signal.
- var player = Player.new()
- # We use Signal.connect() again, and we also use the Callable.bind() method,
- # which returns a new Callable with the parameter binds.
- player.hit.connect(_on_player_hit.bind("sword", 100))
-
- func _on_button_down():
- print("Button down!")
-
- func _on_player_hit(weapon_type, damage):
- print("Hit with weapon %s for %d damage." % [weapon_type, damage])
- .. code-tab:: csharp
- public override void _Ready()
- {
- var button = new Button();
- // C# supports passing signals as events, so we can use this idiomatic construct:
- button.ButtonDown += OnButtonDown;
-
- // This assumes that a `Player` class exists, which defines a `Hit` signal.
- var player = new Player();
- // We can use lambdas when we need to bind additional parameters.
- player.Hit += () => OnPlayerHit("sword", 100);
- }
-
- private void OnButtonDown()
- {
- GD.Print("Button down!");
- }
-
- private void OnPlayerHit(string weaponType, int damage)
- {
- GD.Print($"Hit with weapon {weaponType} for {damage} damage.");
- }
- \ **\ ``Object.connect()`` or ``Signal.connect()``?**\
- As seen above, the recommended method to connect signals is not :ref:`connect<class_Object_method_connect>`. The code block below shows the four options for connecting signals, using either this legacy method or the recommended :ref:`Signal.connect<class_Signal_method_connect>`, and using either an implicit :ref:`Callable<class_Callable>` or a manually defined one.
- .. tabs::
- .. code-tab:: gdscript
- func _ready():
- var button = Button.new()
- # Option 1: Object.connect() with an implicit Callable for the defined function.
- button.connect("button_down", _on_button_down)
- # Option 2: Object.connect() with a constructed Callable using a target object and method name.
- button.connect("button_down", Callable(self, "_on_button_down"))
- # Option 3: Signal.connect() with an implicit Callable for the defined function.
- button.button_down.connect(_on_button_down)
- # Option 4: Signal.connect() with a constructed Callable using a target object and method name.
- button.button_down.connect(Callable(self, "_on_button_down"))
-
- func _on_button_down():
- print("Button down!")
- .. code-tab:: csharp
- public override void _Ready()
- {
- var button = new Button();
- // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax:
- button.ButtonDown += OnButtonDown;
- // Option 2: GodotObject.Connect() with a constructed Callable from a method group.
- button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown));
- // Option 3: GodotObject.Connect() with a constructed Callable using a target object and method name.
- button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown));
- }
-
- private void OnButtonDown()
- {
- GD.Print("Button down!");
- }
- While all options have the same outcome (``button``'s :ref:`BaseButton.button_down<class_BaseButton_signal_button_down>` signal will be connected to ``_on_button_down``), **option 3** offers the best validation: it will print a compile-time error if either the ``button_down`` :ref:`Signal<class_Signal>` or the ``_on_button_down`` :ref:`Callable<class_Callable>` are not defined. On the other hand, **option 2** only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if ``"button_down"`` doesn't correspond to a signal, or if ``"_on_button_down"`` is not a registered method in the object ``self``. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
- \ **Binding and passing parameters:**\
- The syntax to bind parameters is through :ref:`Callable.bind<class_Callable_method_bind>`, which returns a copy of the :ref:`Callable<class_Callable>` with its parameters bound.
- When calling :ref:`emit_signal<class_Object_method_emit_signal>`, the signal parameters can be also passed. The examples below show the relationship between these signal parameters and bound parameters.
- .. tabs::
- .. code-tab:: gdscript
- func _ready():
- # This assumes that a `Player` class exists, which defines a `hit` signal.
- var player = Player.new()
- # Using Callable.bind().
- player.hit.connect(_on_player_hit.bind("sword", 100))
-
- # Parameters added when emitting the signal are passed first.
- player.emit_signal("hit", "Dark lord", 5)
-
- # We pass two arguments when emitting (`hit_by`, `level`),
- # and bind two more arguments when connecting (`weapon_type`, `damage`).
- func _on_player_hit(hit_by, level, weapon_type, damage):
- print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage])
- .. code-tab:: csharp
- public override void _Ready()
- {
- // This assumes that a `Player` class exists, which defines a `Hit` signal.
- var player = new Player();
- // Using lambda expressions that create a closure that captures the additional parameters.
- // The lambda only receives the parameters defined by the signal's delegate.
- player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100);
-
- // Parameters added when emitting the signal are passed first.
- player.EmitSignal(SignalName.Hit, "Dark lord", 5);
- }
-
- // We pass two arguments when emitting (`hit_by`, `level`),
- // and bind two more arguments when connecting (`weapon_type`, `damage`).
- private void OnPlayerHit(string hitBy, int level, string weaponType, int damage)
- {
- GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage.");
- }
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_disconnect:
- .. rst-class:: classref-method
- void **disconnect** **(** :ref:`StringName<class_StringName>` signal, :ref:`Callable<class_Callable>` callable **)**
- Disconnects a ``signal`` by name from a given ``callable``. If the connection does not exist, generates an error. Use :ref:`is_connected<class_Object_method_is_connected>` to make sure that the connection exists.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_emit_signal:
- .. rst-class:: classref-method
- :ref:`Error<enum_@GlobalScope_Error>` **emit_signal** **(** :ref:`StringName<class_StringName>` signal, ... **)** |vararg|
- Emits the given ``signal`` by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see :ref:`add_user_signal<class_Object_method_add_user_signal>`). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
- Returns :ref:`@GlobalScope.ERR_UNAVAILABLE<class_@GlobalScope_constant_ERR_UNAVAILABLE>` if ``signal`` does not exist or the parameters are invalid.
- .. tabs::
- .. code-tab:: gdscript
- emit_signal("hit", "sword", 100)
- emit_signal("game_over")
- .. code-tab:: csharp
- EmitSignal(SignalName.Hit, "sword", 100);
- EmitSignal(SignalName.GameOver);
- \ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_free:
- .. rst-class:: classref-method
- void **free** **(** **)**
- Deletes the object from memory. Pre-existing references to the object become invalid, and any attempt to access them will result in a run-time error. Checking the references with :ref:`@GlobalScope.is_instance_valid<class_@GlobalScope_method_is_instance_valid>` will return ``false``.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **get** **(** :ref:`StringName<class_StringName>` property **)** |const|
- Returns the :ref:`Variant<class_Variant>` value of the given ``property``. If the ``property`` does not exist, this method returns ``null``.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node2D.new()
- node.rotation = 1.5
- var a = node.get("rotation") # a is 1.5
- .. code-tab:: csharp
- var node = new Node2D();
- node.Rotation = 1.5f;
- var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5
- \ **Note:** In C#, ``property`` must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the ``PropertyName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_class:
- .. rst-class:: classref-method
- :ref:`String<class_String>` **get_class** **(** **)** |const|
- Returns the object's built-in class name, as a :ref:`String<class_String>`. See also :ref:`is_class<class_Object_method_is_class>`.
- \ **Note:** This method ignores ``class_name`` declarations. If this object's script has defined a ``class_name``, the base, built-in class name is returned instead.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_incoming_connections:
- .. rst-class:: classref-method
- :ref:`Dictionary[]<class_Dictionary>` **get_incoming_connections** **(** **)** |const|
- Returns an :ref:`Array<class_Array>` of signal connections received by this object. Each connection is represented as a :ref:`Dictionary<class_Dictionary>` that contains three entries:
- - ``signal`` is a reference to the :ref:`Signal<class_Signal>`;
- - ``callable`` is a reference to the :ref:`Callable<class_Callable>`;
- - ``flags`` is a combination of :ref:`ConnectFlags<enum_Object_ConnectFlags>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_indexed:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **get_indexed** **(** :ref:`NodePath<class_NodePath>` property_path **)** |const|
- Gets the object's property indexed by the given ``property_path``. The path should be a :ref:`NodePath<class_NodePath>` relative to the current object and can use the colon character (``:``) to access nested properties.
- \ **Examples:** ``"position:x"`` or ``"material:next_pass:blend_mode"``.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node2D.new()
- node.position = Vector2(5, -10)
- var a = node.get_indexed("position") # a is Vector2(5, -10)
- var b = node.get_indexed("position:y") # b is -10
- .. code-tab:: csharp
- var node = new Node2D();
- node.Position = new Vector2(5, -10);
- var a = node.GetIndexed("position"); // a is Vector2(5, -10)
- var b = node.GetIndexed("position:y"); // b is -10
- \ **Note:** In C#, ``property_path`` must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the ``PropertyName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- \ **Note:** This method does not support actual paths to nodes in the :ref:`SceneTree<class_SceneTree>`, only sub-property paths. In the context of nodes, use :ref:`Node.get_node_and_resource<class_Node_method_get_node_and_resource>` instead.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_instance_id:
- .. rst-class:: classref-method
- :ref:`int<class_int>` **get_instance_id** **(** **)** |const|
- Returns the object's unique instance ID. This ID can be saved in :ref:`EncodedObjectAsID<class_EncodedObjectAsID>`, and can be used to retrieve this object instance with :ref:`@GlobalScope.instance_from_id<class_@GlobalScope_method_instance_from_id>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_meta:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **get_meta** **(** :ref:`StringName<class_StringName>` name, :ref:`Variant<class_Variant>` default=null **)** |const|
- Returns the object's metadata value for the given entry ``name``. If the entry does not exist, returns ``default``. If ``default`` is ``null``, an error is also generated.
- \ **Note:** A metadata's name must be a valid identifier as per :ref:`StringName.is_valid_identifier<class_StringName_method_is_valid_identifier>` method.
- \ **Note:** Metadata that has a name starting with an underscore (``_``) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_meta_list:
- .. rst-class:: classref-method
- :ref:`StringName[]<class_StringName>` **get_meta_list** **(** **)** |const|
- Returns the object's metadata entry names as a :ref:`PackedStringArray<class_PackedStringArray>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_method_list:
- .. rst-class:: classref-method
- :ref:`Dictionary[]<class_Dictionary>` **get_method_list** **(** **)** |const|
- Returns this object's methods and their signatures as an :ref:`Array<class_Array>` of dictionaries. Each :ref:`Dictionary<class_Dictionary>` contains the following entries:
- - ``name`` is the name of the method, as a :ref:`String<class_String>`;
- - ``args`` is an :ref:`Array<class_Array>` of dictionaries representing the arguments;
- - ``default_args`` is the default arguments as an :ref:`Array<class_Array>` of variants;
- - ``flags`` is a combination of :ref:`MethodFlags<enum_@GlobalScope_MethodFlags>`;
- - ``id`` is the method's internal identifier :ref:`int<class_int>`;
- - ``return`` is the returned value, as a :ref:`Dictionary<class_Dictionary>`;
- \ **Note:** The dictionaries of ``args`` and ``return`` are formatted identically to the results of :ref:`get_property_list<class_Object_method_get_property_list>`, although not all entries are used.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_property_list:
- .. rst-class:: classref-method
- :ref:`Dictionary[]<class_Dictionary>` **get_property_list** **(** **)** |const|
- Returns the object's property list as an :ref:`Array<class_Array>` of dictionaries. Each :ref:`Dictionary<class_Dictionary>` contains the following entries:
- - ``name`` is the property's name, as a :ref:`String<class_String>`;
- - ``class_name`` is an empty :ref:`StringName<class_StringName>`, unless the property is :ref:`@GlobalScope.TYPE_OBJECT<class_@GlobalScope_constant_TYPE_OBJECT>` and it inherits from a class;
- - ``type`` is the property's type, as an :ref:`int<class_int>` (see :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>`);
- - ``hint`` is *how* the property is meant to be edited (see :ref:`PropertyHint<enum_@GlobalScope_PropertyHint>`);
- - ``hint_string`` depends on the hint (see :ref:`PropertyHint<enum_@GlobalScope_PropertyHint>`);
- - ``usage`` is a combination of :ref:`PropertyUsageFlags<enum_@GlobalScope_PropertyUsageFlags>`.
- \ **Note:** In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_script:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **get_script** **(** **)** |const|
- Returns the object's :ref:`Script<class_Script>` instance, or ``null`` if no script is attached.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_signal_connection_list:
- .. rst-class:: classref-method
- :ref:`Dictionary[]<class_Dictionary>` **get_signal_connection_list** **(** :ref:`StringName<class_StringName>` signal **)** |const|
- Returns an :ref:`Array<class_Array>` of connections for the given ``signal`` name. Each connection is represented as a :ref:`Dictionary<class_Dictionary>` that contains three entries:
- - ``signal`` is a reference to the :ref:`Signal<class_Signal>`;
- - ``callable`` is a reference to the connected :ref:`Callable<class_Callable>`;
- - ``flags`` is a combination of :ref:`ConnectFlags<enum_Object_ConnectFlags>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_get_signal_list:
- .. rst-class:: classref-method
- :ref:`Dictionary[]<class_Dictionary>` **get_signal_list** **(** **)** |const|
- Returns the list of existing signals as an :ref:`Array<class_Array>` of dictionaries.
- \ **Note:** Due of the implementation, each :ref:`Dictionary<class_Dictionary>` is formatted very similarly to the returned values of :ref:`get_method_list<class_Object_method_get_method_list>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_has_meta:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **has_meta** **(** :ref:`StringName<class_StringName>` name **)** |const|
- Returns ``true`` if a metadata entry is found with the given ``name``. See also :ref:`get_meta<class_Object_method_get_meta>`, :ref:`set_meta<class_Object_method_set_meta>` and :ref:`remove_meta<class_Object_method_remove_meta>`.
- \ **Note:** A metadata's name must be a valid identifier as per :ref:`StringName.is_valid_identifier<class_StringName_method_is_valid_identifier>` method.
- \ **Note:** Metadata that has a name starting with an underscore (``_``) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_has_method:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **has_method** **(** :ref:`StringName<class_StringName>` method **)** |const|
- Returns ``true`` if the given ``method`` name exists in the object.
- \ **Note:** In C#, ``method`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``MethodName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_has_signal:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **has_signal** **(** :ref:`StringName<class_StringName>` signal **)** |const|
- Returns ``true`` if the given ``signal`` name exists in the object.
- \ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_has_user_signal:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **has_user_signal** **(** :ref:`StringName<class_StringName>` signal **)** |const|
- Returns ``true`` if the given user-defined ``signal`` name exists. Only signals added with :ref:`add_user_signal<class_Object_method_add_user_signal>` are included.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_is_blocking_signals:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **is_blocking_signals** **(** **)** |const|
- Returns ``true`` if the object is blocking its signals from being emitted. See :ref:`set_block_signals<class_Object_method_set_block_signals>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_is_class:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **is_class** **(** :ref:`String<class_String>` class **)** |const|
- Returns ``true`` if the object inherits from the given ``class``. See also :ref:`get_class<class_Object_method_get_class>`.
- .. tabs::
- .. code-tab:: gdscript
- var sprite2d = Sprite2D.new()
- sprite2d.is_class("Sprite2D") # Returns true
- sprite2d.is_class("Node") # Returns true
- sprite2d.is_class("Node3D") # Returns false
- .. code-tab:: csharp
- var sprite2D = new Sprite2D();
- sprite2D.IsClass("Sprite2D"); // Returns true
- sprite2D.IsClass("Node"); // Returns true
- sprite2D.IsClass("Node3D"); // Returns false
- \ **Note:** This method ignores ``class_name`` declarations in the object's script.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_is_connected:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **is_connected** **(** :ref:`StringName<class_StringName>` signal, :ref:`Callable<class_Callable>` callable **)** |const|
- Returns ``true`` if a connection exists between the given ``signal`` name and ``callable``.
- \ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_is_queued_for_deletion:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **is_queued_for_deletion** **(** **)** |const|
- Returns ``true`` if the :ref:`Node.queue_free<class_Node_method_queue_free>` method was called for the object.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_notification:
- .. rst-class:: classref-method
- void **notification** **(** :ref:`int<class_int>` what, :ref:`bool<class_bool>` reversed=false **)**
- Sends the given ``what`` notification to all classes inherited by the object, triggering calls to :ref:`_notification<class_Object_private_method__notification>`, starting from the highest ancestor (the **Object** class) and going down to the object's script.
- If ``reversed`` is ``true``, the call order is reversed.
- .. tabs::
- .. code-tab:: gdscript
- var player = Node2D.new()
- player.set_script(load("res://player.gd"))
-
- player.notification(NOTIFICATION_ENTER_TREE)
- # The call order is Object -> Node -> Node2D -> player.gd.
-
- player.notification(NOTIFICATION_ENTER_TREE, true)
- # The call order is player.gd -> Node2D -> Node -> Object.
- .. code-tab:: csharp
- var player = new Node2D();
- player.SetScript(GD.Load("res://player.gd"));
-
- player.Notification(NotificationEnterTree);
- // The call order is GodotObject -> Node -> Node2D -> player.gd.
-
- player.Notification(NotificationEnterTree, true);
- // The call order is player.gd -> Node2D -> Node -> GodotObject.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_notify_property_list_changed:
- .. rst-class:: classref-method
- void **notify_property_list_changed** **(** **)**
- Emits the :ref:`property_list_changed<class_Object_signal_property_list_changed>` signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_property_can_revert:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **property_can_revert** **(** :ref:`StringName<class_StringName>` property **)** |const|
- Returns ``true`` if the given ``property`` has a custom default value. Use :ref:`property_get_revert<class_Object_method_property_get_revert>` to get the ``property``'s default value.
- \ **Note:** This method is used by the Inspector dock to display a revert icon. The object must implement :ref:`_property_can_revert<class_Object_private_method__property_can_revert>` to customize the default value. If :ref:`_property_can_revert<class_Object_private_method__property_can_revert>` is not implemented, this method returns ``false``.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_property_get_revert:
- .. rst-class:: classref-method
- :ref:`Variant<class_Variant>` **property_get_revert** **(** :ref:`StringName<class_StringName>` property **)** |const|
- Returns the custom default value of the given ``property``. Use :ref:`property_can_revert<class_Object_method_property_can_revert>` to check if the ``property`` has a custom default value.
- \ **Note:** This method is used by the Inspector dock to display a revert icon. The object must implement :ref:`_property_get_revert<class_Object_private_method__property_get_revert>` to customize the default value. If :ref:`_property_get_revert<class_Object_private_method__property_get_revert>` is not implemented, this method returns ``null``.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_remove_meta:
- .. rst-class:: classref-method
- void **remove_meta** **(** :ref:`StringName<class_StringName>` name **)**
- Removes the given entry ``name`` from the object's metadata. See also :ref:`has_meta<class_Object_method_has_meta>`, :ref:`get_meta<class_Object_method_get_meta>` and :ref:`set_meta<class_Object_method_set_meta>`.
- \ **Note:** A metadata's name must be a valid identifier as per :ref:`StringName.is_valid_identifier<class_StringName_method_is_valid_identifier>` method.
- \ **Note:** Metadata that has a name starting with an underscore (``_``) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set:
- .. rst-class:: classref-method
- void **set** **(** :ref:`StringName<class_StringName>` property, :ref:`Variant<class_Variant>` value **)**
- Assigns ``value`` to the given ``property``. If the property does not exist or the given ``value``'s type doesn't match, nothing happens.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node2D.new()
- node.set("global_scale", Vector2(8, 2.5))
- print(node.global_scale) # Prints (8, 2.5)
- .. code-tab:: csharp
- var node = new Node2D();
- node.Set(Node2D.PropertyName.GlobalScale, new Vector2(8, 2.5));
- GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
- \ **Note:** In C#, ``property`` must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the ``PropertyName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set_block_signals:
- .. rst-class:: classref-method
- void **set_block_signals** **(** :ref:`bool<class_bool>` enable **)**
- If set to ``true``, the object becomes unable to emit signals. As such, :ref:`emit_signal<class_Object_method_emit_signal>` and signal connections will not work, until it is set to ``false``.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set_deferred:
- .. rst-class:: classref-method
- void **set_deferred** **(** :ref:`StringName<class_StringName>` property, :ref:`Variant<class_Variant>` value **)**
- Assigns ``value`` to the given ``property``, at the end of the current frame. This is equivalent to calling :ref:`set<class_Object_method_set>` through :ref:`call_deferred<class_Object_method_call_deferred>`.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node2D.new()
- add_child(node)
-
- node.rotation = 1.5
- node.set_deferred("rotation", 3.0)
- print(node.rotation) # Prints 1.5
-
- await get_tree().process_frame
- print(node.rotation) # Prints 3.0
- .. code-tab:: csharp
- var node = new Node2D();
- node.Rotation = 1.5f;
- node.SetDeferred(Node2D.PropertyName.Rotation, 3f);
- GD.Print(node.Rotation); // Prints 1.5
-
- await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
- GD.Print(node.Rotation); // Prints 3.0
- \ **Note:** In C#, ``property`` must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the ``PropertyName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set_indexed:
- .. rst-class:: classref-method
- void **set_indexed** **(** :ref:`NodePath<class_NodePath>` property_path, :ref:`Variant<class_Variant>` value **)**
- Assigns a new ``value`` to the property identified by the ``property_path``. The path should be a :ref:`NodePath<class_NodePath>` relative to this object, and can use the colon character (``:``) to access nested properties.
- .. tabs::
- .. code-tab:: gdscript
- var node = Node2D.new()
- node.set_indexed("position", Vector2(42, 0))
- node.set_indexed("position:y", -10)
- print(node.position) # Prints (42, -10)
- .. code-tab:: csharp
- var node = new Node2D();
- node.SetIndexed("position", new Vector2(42, 0));
- node.SetIndexed("position:y", -10);
- GD.Print(node.Position); // Prints (42, -10)
- \ **Note:** In C#, ``property_path`` must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the ``PropertyName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set_message_translation:
- .. rst-class:: classref-method
- void **set_message_translation** **(** :ref:`bool<class_bool>` enable **)**
- If set to ``true``, allows the object to translate messages with :ref:`tr<class_Object_method_tr>` and :ref:`tr_n<class_Object_method_tr_n>`. Enabled by default. See also :ref:`can_translate_messages<class_Object_method_can_translate_messages>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set_meta:
- .. rst-class:: classref-method
- void **set_meta** **(** :ref:`StringName<class_StringName>` name, :ref:`Variant<class_Variant>` value **)**
- Adds or changes the entry ``name`` inside the object's metadata. The metadata ``value`` can be any :ref:`Variant<class_Variant>`, although some types cannot be serialized correctly.
- If ``value`` is ``null``, the entry is removed. This is the equivalent of using :ref:`remove_meta<class_Object_method_remove_meta>`. See also :ref:`has_meta<class_Object_method_has_meta>` and :ref:`get_meta<class_Object_method_get_meta>`.
- \ **Note:** A metadata's name must be a valid identifier as per :ref:`StringName.is_valid_identifier<class_StringName_method_is_valid_identifier>` method.
- \ **Note:** Metadata that has a name starting with an underscore (``_``) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_set_script:
- .. rst-class:: classref-method
- void **set_script** **(** :ref:`Variant<class_Variant>` script **)**
- Attaches ``script`` to the object, and instantiates it. As a result, the script's :ref:`_init<class_Object_private_method__init>` is called. A :ref:`Script<class_Script>` is used to extend the object's functionality.
- If a script already exists, its instance is detached, and its property values and state are lost. Built-in property values are still kept.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_to_string:
- .. rst-class:: classref-method
- :ref:`String<class_String>` **to_string** **(** **)**
- Returns a :ref:`String<class_String>` representing the object. Defaults to ``"<ClassName#RID>"``. Override :ref:`_to_string<class_Object_private_method__to_string>` to customize the string representation of the object.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_tr:
- .. rst-class:: classref-method
- :ref:`String<class_String>` **tr** **(** :ref:`StringName<class_StringName>` message, :ref:`StringName<class_StringName>` context="" **)** |const|
- Translates a ``message``, using the translation catalogs configured in the Project Settings. Further ``context`` can be specified to help with the translation.
- If :ref:`can_translate_messages<class_Object_method_can_translate_messages>` is ``false``, or no translation is available, this method returns the ``message`` without changes. See :ref:`set_message_translation<class_Object_method_set_message_translation>`.
- For detailed examples, see :doc:`Internationalizing games <../tutorials/i18n/internationalizing_games>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Object_method_tr_n:
- .. rst-class:: classref-method
- :ref:`String<class_String>` **tr_n** **(** :ref:`StringName<class_StringName>` message, :ref:`StringName<class_StringName>` plural_message, :ref:`int<class_int>` n, :ref:`StringName<class_StringName>` context="" **)** |const|
- Translates a ``message`` or ``plural_message``, using the translation catalogs configured in the Project Settings. Further ``context`` can be specified to help with the translation.
- If :ref:`can_translate_messages<class_Object_method_can_translate_messages>` is ``false``, or no translation is available, this method returns ``message`` or ``plural_message``, without changes. See :ref:`set_message_translation<class_Object_method_set_message_translation>`.
- The ``n`` is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language.
- For detailed examples, see :doc:`Localization using gettext <../tutorials/i18n/localization_using_gettext>`.
- \ **Note:** Negative and :ref:`float<class_float>` numbers may not properly apply to some countable subjects. It's recommended handling these cases with :ref:`tr<class_Object_method_tr>`.
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
- .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
- .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
- .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
- .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
|