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- .. _doc_scene_organization:
- Scene organization
- ==================
- This article covers topics related to the effective organization of
- scene content. Which nodes should you use? Where should you place them?
- How should they interact?
- How to build relationships effectively
- --------------------------------------
- When Godot users begin crafting their own scenes, they often run into the
- following problem:
- They create their first scene and fill it with content only to eventually end
- up saving branches of their scene into separate scenes as the nagging feeling
- that they should split things up starts to accumulate. However, they then
- notice that the hard references they were able to rely on before are no longer
- possible. Re-using the scene in multiple places creates issues because the
- node paths do not find their targets and signal connections established in the
- editor break.
- To fix these problems, you must instantiate the sub-scenes without them
- requiring details about their environment. You need to be able to trust
- that the sub-scene will create itself without being picky about how it's used.
- One of the biggest things to consider in OOP is maintaining
- focused, singular-purpose classes with
- `loose coupling <https://en.wikipedia.org/wiki/Loose_coupling>`_
- to other parts of the codebase. This keeps the size of objects small (for
- maintainability) and improves their reusability.
- These OOP best practices have *several* implications for best practices
- in scene structure and script usage.
- **If at all possible, you should design scenes to have no dependencies.**
- That is, you should create scenes that keep everything they need within
- themselves.
- If a scene must interact with an external context, experienced developers
- recommend the use of
- `Dependency Injection <https://en.wikipedia.org/wiki/Dependency_injection>`_.
- This technique involves having a high-level API provide the dependencies of the
- low-level API. Why do this? Because classes which rely on their external
- environment can inadvertently trigger bugs and unexpected behavior.
- To do this, you must expose data and then rely on a parent context to
- initialize it:
- 1. Connect to a signal. Extremely safe, but should be used only to "respond" to
- behavior, not start it. By convention, signal names are usually past-tense verbs
- like "entered", "skill_activated", or "item_collected".
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Parent
- $Child.signal_name.connect(method_on_the_object)
- # Child
- signal_name.emit() # Triggers parent-defined behavior.
- .. code-tab:: csharp
- // Parent
- GetNode("Child").Connect("SignalName", Callable.From(ObjectWithMethod.MethodOnTheObject));
- // Child
- EmitSignal("SignalName"); // Triggers parent-defined behavior.
- .. code-tab:: cpp C++
- // Parent
- Node *node = get_node<Node>("Child");
- if (node != nullptr) {
- // Note that get_node may return a nullptr, which would make calling the connect method crash the engine if "Child" does not exist!
- // So unless you are 1000% sure get_node will never return a nullptr, it's a good idea to always do a nullptr check.
- node->connect("signal_name", callable_mp(this, &ObjectWithMethod::method_on_the_object));
- }
- // Child
- emit_signal("signal_name"); // Triggers parent-defined behavior.
- 2. Call a method. Used to start behavior.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Parent
- $Child.method_name = "do"
- # Child, assuming it has String property 'method_name' and method 'do'.
- call(method_name) # Call parent-defined method (which child must own).
- .. code-tab:: csharp
- // Parent
- GetNode("Child").Set("MethodName", "Do");
- // Child
- Call(MethodName); // Call parent-defined method (which child must own).
- .. code-tab:: cpp C++
- // Parent
- Node *node = get_node<Node>("Child");
- if (node != nullptr) {
- node->set("method_name", "do");
- }
- // Child
- call(method_name); // Call parent-defined method (which child must own).
- 3. Initialize a :ref:`Callable <class_Callable>` property. Safer than a method
- as ownership of the method is unnecessary. Used to start behavior.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Parent
- $Child.func_property = object_with_method.method_on_the_object
- # Child
- func_property.call() # Call parent-defined method (can come from anywhere).
- .. code-tab:: csharp
- // Parent
- GetNode("Child").Set("FuncProperty", Callable.From(ObjectWithMethod.MethodOnTheObject));
- // Child
- FuncProperty.Call(); // Call parent-defined method (can come from anywhere).
- .. code-tab:: cpp C++
- // Parent
- Node *node = get_node<Node>("Child");
- if (node != nullptr) {
- node->set("func_property", Callable(&ObjectWithMethod::method_on_the_object));
- }
- // Child
- func_property.call(); // Call parent-defined method (can come from anywhere).
- 4. Initialize a Node or other Object reference.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Parent
- $Child.target = self
- # Child
- print(target) # Use parent-defined node.
- .. code-tab:: csharp
- // Parent
- GetNode("Child").Set("Target", this);
- // Child
- GD.Print(Target); // Use parent-defined node.
- .. code-tab:: cpp C++
- // Parent
- Node *node = get_node<Node>("Child");
- if (node != nullptr) {
- node->set("target", this);
- }
- // Child
- UtilityFunctions::print(target);
- 5. Initialize a NodePath.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Parent
- $Child.target_path = ".."
- # Child
- get_node(target_path) # Use parent-defined NodePath.
- .. code-tab:: csharp
- // Parent
- GetNode("Child").Set("TargetPath", NodePath(".."));
- // Child
- GetNode(TargetPath); // Use parent-defined NodePath.
- .. code-tab:: cpp C++
- // Parent
- Node *node = get_node<Node>("Child");
- if (node != nullptr) {
- node->set("target_path", NodePath(".."));
- }
- // Child
- get_node<Node>(target_path); // Use parent-defined NodePath.
- These options hide the points of access from the child node. This in turn
- keeps the child **loosely coupled** to its environment. You can reuse it
- in another context without any extra changes to its API.
- .. note::
- Although the examples above illustrate parent-child relationships,
- the same principles apply towards all object relations. Nodes which
- are siblings should only be aware of their own hierarchies while an ancestor
- mediates their communications and references.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Parent
- $Left.target = $Right.get_node("Receiver")
- # Left
- var target: Node
- func execute():
- # Do something with 'target'.
- # Right
- func _init():
- var receiver = Receiver.new()
- add_child(receiver)
- .. code-tab:: csharp
- // Parent
- GetNode<Left>("Left").Target = GetNode("Right/Receiver");
- public partial class Left : Node
- {
- public Node Target = null;
- public void Execute()
- {
- // Do something with 'Target'.
- }
- }
- public partial class Right : Node
- {
- public Node Receiver = null;
- public Right()
- {
- Receiver = ResourceLoader.Load<Script>("Receiver.cs").New();
- AddChild(Receiver);
- }
- }
- .. code-tab:: cpp C++
- // Parent
- get_node<Left>("Left")->target = get_node<Node>("Right/Receiver");
- class Left : public Node {
- GDCLASS(Left, Node)
- protected:
- static void _bind_methods() {}
- public:
- Node *target = nullptr;
- Left() {}
- void execute() {
- // Do something with 'target'.
- }
- };
- class Right : public Node {
- GDCLASS(Right, Node)
- protected:
- static void _bind_methods() {}
- public:
- Node *receiver = nullptr;
- Right() {
- receiver = memnew(Node);
- add_child(receiver);
- }
- };
- The same principles also apply to non-Node objects that maintain dependencies
- on other objects. Whichever object owns the other objects should manage
- the relationships between them.
- .. warning::
- You should favor keeping data in-house (internal to a scene), though, as
- placing a dependency on an external context, even a loosely coupled one,
- still means that the node will expect something in its environment to be
- true. The project's design philosophies should prevent this from happening.
- If not, the code's inherent liabilities will force developers to use
- documentation to keep track of object relations on a microscopic scale; this
- is otherwise known as development hell. Writing code that relies on external
- documentation to use it safely is error-prone by default.
- To avoid creating and maintaining such documentation, you convert the
- dependent node ("child" above) into a tool script that implements
- ``_get_configuration_warnings()``.
- Returning a non-empty PackedStringArray from it will make the Scene dock generate a
- warning icon with the string(s) as a tooltip by the node. This is the same icon
- that appears for nodes such as the
- :ref:`Area2D <class_Area2D>` node when it has no child
- :ref:`CollisionShape2D <class_CollisionShape2D>` nodes defined. The editor
- then self-documents the scene through the script code. No content duplication
- via documentation is necessary.
- A GUI like this can better inform project users of critical information about
- a Node. Does it have external dependencies? Have those dependencies been
- satisfied? Other programmers, and especially designers and writers, will need
- clear instructions in the messages telling them what to do to configure it.
- So, why does all this complex switcheroo work? Well, because scenes operate
- best when they operate alone. If unable to work alone, then working with
- others anonymously (with minimal hard dependencies, i.e. loose coupling)
- is the next best thing. Inevitably, changes may need to be made to a class, and
- if these changes cause it to interact with other scenes in unforeseen ways,
- then things will start to break down. The whole point of all this indirection
- is to avoid ending up in a situation where changing one class results in
- adversely affecting other classes dependent on it.
- Scripts and scenes, as extensions of engine classes, should abide
- by *all* OOP principles. Examples include...
- - `SOLID <https://en.wikipedia.org/wiki/SOLID>`_
- - `DRY <https://en.wikipedia.org/wiki/Don%27t_repeat_yourself>`_
- - `KISS <https://en.wikipedia.org/wiki/KISS_principle>`_
- - `YAGNI <https://en.wikipedia.org/wiki/You_aren%27t_gonna_need_it>`_
- Choosing a node tree structure
- ------------------------------
- You might start to work on a game but get overwhelmed by the vast possibilities
- before you. You might know what you want to do, what systems you want to
- have, but *where* do you put them all? How you go about making your game
- is always up to you. You can construct node trees in countless ways.
- If you are unsure, this guide can give you a sample of a decent structure to
- start with.
- A game should always have an "entry point"; somewhere you can definitively
- track where things begin so that you can follow the logic as it continues
- elsewhere. It also serves as a bird's eye view of all other data and logic
- in the program. For traditional applications, this is normally a "main"
- function. In Godot, it's a Main node.
- - Node "Main" (main.gd)
- The ``main.gd`` script will serve as the primary controller of your game.
- Then you have an in-game "World" (a 2D or 3D one). This can be a child
- of Main. In addition, you will need a primary GUI for your game that manages
- the various menus and widgets the project needs.
- - Node "Main" (main.gd)
- - Node2D/Node3D "World" (game_world.gd)
- - Control "GUI" (gui.gd)
- When changing levels, you can then swap out the children of the "World" node.
- :ref:`Changing scenes manually <doc_change_scenes_manually>` gives you full
- control over how your game world transitions.
- The next step is to consider what gameplay systems your project requires.
- If you have a system that...
- 1. tracks all of its data internally
- 2. should be globally accessible
- 3. should exist in isolation
- ... then you should create an :ref:`autoload 'singleton' node <doc_singletons_autoload>`.
- .. note::
- For smaller games, a simpler alternative with less control would be to have
- a "Game" singleton that simply calls the
- :ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>` method
- to swap out the main scene's content. This structure more or less keeps
- the "World" as the main game node.
- Any GUI would also need to be either a singleton, a transitory part of the
- "World", or manually added as a direct child of the root. Otherwise, the
- GUI nodes would also delete themselves during scene transitions.
- If you have systems that modify other systems' data, you should define those as
- their own scripts or scenes, rather than autoloads. For more information, see
- :ref:`Autoloads versus regular nodes <doc_autoloads_versus_internal_nodes>`.
- Each subsystem within your game should have its own section within the
- SceneTree. You should use parent-child relationships only in cases where nodes
- are effectively elements of their parents. Does removing the parent reasonably
- mean that the children should also be removed? If not, then it should have its
- own place in the hierarchy as a sibling or some other relation.
- .. note::
- In some cases, you need these separated nodes to *also* position themselves
- relative to each other. You can use the
- :ref:`RemoteTransform <class_RemoteTransform3D>` /
- :ref:`RemoteTransform2D <class_RemoteTransform2D>` nodes for this purpose.
- They will allow a target node to conditionally inherit selected transform
- elements from the Remote\* node. To assign the ``target``
- :ref:`NodePath <class_NodePath>`, use one of the following:
- 1. A reliable third party, likely a parent node, to mediate the assignment.
- 2. A group, to pull a reference to the desired node (assuming there
- will only ever be one of the targets).
- When you should do this is subjective. The dilemma arises when you must
- micro-manage when a node must move around the SceneTree to preserve
- itself. For example...
- - Add a "player" node to a "room".
- - Need to change rooms, so you must delete the current room.
- - Before the room can be deleted, you must preserve and/or move the player.
- If memory is not a concern, you can...
- - Create the new room.
- - Move the player to the new room.
- - Delete the old room.
- If memory is a concern, instead you will need to...
- - Move the player somewhere else in the tree.
- - Delete the room.
- - Instantiate and add the new room.
- - Re-add the player to the new room.
- The issue is that the player here is a "special case" where the
- developers must *know* that they need to handle the player this way for the
- project. The only way to reliably share this information as a team
- is to *document* it. Keeping implementation details in documentation is
- dangerous. It's a maintenance burden, strains code readability, and
- unnecessarily bloats the intellectual content of a project.
- In a more complex game with larger assets, it can be a better idea to keep
- the player somewhere else in the SceneTree entirely. This results in:
- 1. More consistency.
- 2. No "special cases" that must be documented and maintained somewhere.
- 3. No opportunity for errors to occur because these details are not accounted
- for.
- In contrast, if you ever need a child node that does *not* inherit
- the transform of its parent, you have the following options:
- 1. The **declarative** solution: place a :ref:`Node <class_Node>` in between
- them. Since it doesn't have a transform, they won't pass this information
- to its children.
- 2. The **imperative** solution: Use the ``top_level`` property for the
- :ref:`CanvasItem <class_CanvasItem_property_top_level>` or
- :ref:`Node3D <class_Node3D_property_top_level>` node. This will make
- the node ignore its inherited transform.
- .. note::
- If building a networked game, keep in mind which nodes and gameplay systems
- are relevant to all players versus those just pertinent to the authoritative
- server. For example, users do not all need to have a copy of every players'
- "PlayerController" logic - they only need their own. Keeping them in a
- separate branch from the "world" can help simplify the management of game
- connections and the like.
- The key to scene organization is to consider the SceneTree in relational terms
- rather than spatial terms. Are the nodes dependent on their parent's existence?
- If not, then they can thrive all by themselves somewhere else.
- If they are dependent, then it stands to reason that they should be children of
- that parent (and likely part of that parent's scene if they aren't already).
- Does this mean nodes themselves are components? Not at all.
- Godot's node trees form an aggregation relationship, not one of composition.
- But while you still have the flexibility to move nodes around, it is still best
- when such moves are unnecessary by default.
|