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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/master/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTree.xml.
- .. _class_SceneTree:
- SceneTree
- =========
- **Inherits:** :ref:`MainLoop<class_MainLoop>` **<** :ref:`Object<class_Object>`
- Manages the game loop via a hierarchy of nodes.
- .. rst-class:: classref-introduction-group
- Description
- -----------
- As one of the most important classes, the **SceneTree** manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.
- You can also use the **SceneTree** to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
- \ **SceneTree** is the default :ref:`MainLoop<class_MainLoop>` implementation used by scenes, and is thus in charge of the game loop.
- .. rst-class:: classref-introduction-group
- Tutorials
- ---------
- - :doc:`SceneTree <../tutorials/scripting/scene_tree>`
- - :doc:`Multiple resolutions <../tutorials/rendering/multiple_resolutions>`
- .. rst-class:: classref-reftable-group
- Properties
- ----------
- .. table::
- :widths: auto
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`auto_accept_quit<class_SceneTree_property_auto_accept_quit>` | ``true`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`Node<class_Node>` | :ref:`current_scene<class_SceneTree_property_current_scene>` | |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`debug_collisions_hint<class_SceneTree_property_debug_collisions_hint>` | ``false`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`debug_navigation_hint<class_SceneTree_property_debug_navigation_hint>` | ``false`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`debug_paths_hint<class_SceneTree_property_debug_paths_hint>` | ``false`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`Node<class_Node>` | :ref:`edited_scene_root<class_SceneTree_property_edited_scene_root>` | |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`multiplayer_poll<class_SceneTree_property_multiplayer_poll>` | ``true`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`paused<class_SceneTree_property_paused>` | ``false`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`bool<class_bool>` | :ref:`quit_on_go_back<class_SceneTree_property_quit_on_go_back>` | ``true`` |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- | :ref:`Window<class_Window>` | :ref:`root<class_SceneTree_property_root>` | |
- +-----------------------------+------------------------------------------------------------------------------+-----------+
- .. rst-class:: classref-reftable-group
- Methods
- -------
- .. table::
- :widths: auto
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`call_group<class_SceneTree_method_call_group>` **(** :ref:`StringName<class_StringName>` group, :ref:`StringName<class_StringName>` method, ... **)** |vararg| |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`call_group_flags<class_SceneTree_method_call_group_flags>` **(** :ref:`int<class_int>` flags, :ref:`StringName<class_StringName>` group, :ref:`StringName<class_StringName>` method, ... **)** |vararg| |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`change_scene_to_file<class_SceneTree_method_change_scene_to_file>` **(** :ref:`String<class_String>` path **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`change_scene_to_packed<class_SceneTree_method_change_scene_to_packed>` **(** :ref:`PackedScene<class_PackedScene>` packed_scene **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`SceneTreeTimer<class_SceneTreeTimer>` | :ref:`create_timer<class_SceneTree_method_create_timer>` **(** :ref:`float<class_float>` time_sec, :ref:`bool<class_bool>` process_always=true, :ref:`bool<class_bool>` process_in_physics=false, :ref:`bool<class_bool>` ignore_time_scale=false **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Tween<class_Tween>` | :ref:`create_tween<class_SceneTree_method_create_tween>` **(** **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Node<class_Node>` | :ref:`get_first_node_in_group<class_SceneTree_method_get_first_node_in_group>` **(** :ref:`StringName<class_StringName>` group **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_frame<class_SceneTree_method_get_frame>` **(** **)** |const| |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`MultiplayerAPI<class_MultiplayerAPI>` | :ref:`get_multiplayer<class_SceneTree_method_get_multiplayer>` **(** :ref:`NodePath<class_NodePath>` for_path=NodePath("") **)** |const| |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_node_count<class_SceneTree_method_get_node_count>` **(** **)** |const| |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Node[]<class_Node>` | :ref:`get_nodes_in_group<class_SceneTree_method_get_nodes_in_group>` **(** :ref:`StringName<class_StringName>` group **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Tween[]<class_Tween>` | :ref:`get_processed_tweens<class_SceneTree_method_get_processed_tweens>` **(** **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`has_group<class_SceneTree_method_has_group>` **(** :ref:`StringName<class_StringName>` name **)** |const| |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`notify_group<class_SceneTree_method_notify_group>` **(** :ref:`StringName<class_StringName>` group, :ref:`int<class_int>` notification **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`notify_group_flags<class_SceneTree_method_notify_group_flags>` **(** :ref:`int<class_int>` call_flags, :ref:`StringName<class_StringName>` group, :ref:`int<class_int>` notification **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`queue_delete<class_SceneTree_method_queue_delete>` **(** :ref:`Object<class_Object>` obj **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`quit<class_SceneTree_method_quit>` **(** :ref:`int<class_int>` exit_code=0 **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`reload_current_scene<class_SceneTree_method_reload_current_scene>` **(** **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_group<class_SceneTree_method_set_group>` **(** :ref:`StringName<class_StringName>` group, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_group_flags<class_SceneTree_method_set_group_flags>` **(** :ref:`int<class_int>` call_flags, :ref:`StringName<class_StringName>` group, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_multiplayer<class_SceneTree_method_set_multiplayer>` **(** :ref:`MultiplayerAPI<class_MultiplayerAPI>` multiplayer, :ref:`NodePath<class_NodePath>` root_path=NodePath("") **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`unload_current_scene<class_SceneTree_method_unload_current_scene>` **(** **)** |
- +---------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Signals
- -------
- .. _class_SceneTree_signal_node_added:
- .. rst-class:: classref-signal
- **node_added** **(** :ref:`Node<class_Node>` node **)**
- Emitted whenever a node is added to the **SceneTree**.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_node_configuration_warning_changed:
- .. rst-class:: classref-signal
- **node_configuration_warning_changed** **(** :ref:`Node<class_Node>` node **)**
- Emitted when a node's configuration changed. Only emitted in ``tool`` mode.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_node_removed:
- .. rst-class:: classref-signal
- **node_removed** **(** :ref:`Node<class_Node>` node **)**
- Emitted whenever a node is removed from the **SceneTree**.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_node_renamed:
- .. rst-class:: classref-signal
- **node_renamed** **(** :ref:`Node<class_Node>` node **)**
- Emitted whenever a node is renamed.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_physics_frame:
- .. rst-class:: classref-signal
- **physics_frame** **(** **)**
- Emitted immediately before :ref:`Node._physics_process<class_Node_private_method__physics_process>` is called on every node in the **SceneTree**.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_process_frame:
- .. rst-class:: classref-signal
- **process_frame** **(** **)**
- Emitted immediately before :ref:`Node._process<class_Node_private_method__process>` is called on every node in the **SceneTree**.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_tree_changed:
- .. rst-class:: classref-signal
- **tree_changed** **(** **)**
- Emitted whenever the **SceneTree** hierarchy changed (children being moved or renamed, etc.).
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_signal_tree_process_mode_changed:
- .. rst-class:: classref-signal
- **tree_process_mode_changed** **(** **)**
- This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's :ref:`Node.process_mode<class_Node_property_process_mode>` is changed.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Enumerations
- ------------
- .. _enum_SceneTree_GroupCallFlags:
- .. rst-class:: classref-enumeration
- enum **GroupCallFlags**:
- .. _class_SceneTree_constant_GROUP_CALL_DEFAULT:
- .. rst-class:: classref-enumeration-constant
- :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>` **GROUP_CALL_DEFAULT** = ``0``
- Call a group with no flags (default).
- .. _class_SceneTree_constant_GROUP_CALL_REVERSE:
- .. rst-class:: classref-enumeration-constant
- :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>` **GROUP_CALL_REVERSE** = ``1``
- Call a group in reverse scene order.
- .. _class_SceneTree_constant_GROUP_CALL_DEFERRED:
- .. rst-class:: classref-enumeration-constant
- :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>` **GROUP_CALL_DEFERRED** = ``2``
- Call a group at the end of the current frame (process or physics).
- .. _class_SceneTree_constant_GROUP_CALL_UNIQUE:
- .. rst-class:: classref-enumeration-constant
- :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>` **GROUP_CALL_UNIQUE** = ``4``
- Call a group only once even if the call is executed many times.
- \ **Note:** Arguments are not taken into account when deciding whether the call is unique or not. Therefore when the same method is called with different arguments, only the first call will be performed.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Property Descriptions
- ---------------------
- .. _class_SceneTree_property_auto_accept_quit:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **auto_accept_quit** = ``true``
- .. rst-class:: classref-property-setget
- - void **set_auto_accept_quit** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_auto_accept_quit** **(** **)**
- If ``true``, the application automatically accepts quitting requests.
- For mobile platforms, see :ref:`quit_on_go_back<class_SceneTree_property_quit_on_go_back>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_current_scene:
- .. rst-class:: classref-property
- :ref:`Node<class_Node>` **current_scene**
- .. rst-class:: classref-property-setget
- - void **set_current_scene** **(** :ref:`Node<class_Node>` value **)**
- - :ref:`Node<class_Node>` **get_current_scene** **(** **)**
- Returns the root node of the currently running scene, regardless of its structure.
- \ **Warning:** Setting this directly might not work as expected, and will *not* add or remove any nodes from the tree, consider using :ref:`change_scene_to_file<class_SceneTree_method_change_scene_to_file>` or :ref:`change_scene_to_packed<class_SceneTree_method_change_scene_to_packed>` instead.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_debug_collisions_hint:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **debug_collisions_hint** = ``false``
- .. rst-class:: classref-property-setget
- - void **set_debug_collisions_hint** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_debugging_collisions_hint** **(** **)**
- If ``true``, collision shapes will be visible when running the game from the editor for debugging purposes.
- \ **Note:** This property is not designed to be changed at run-time. Changing the value of :ref:`debug_collisions_hint<class_SceneTree_property_debug_collisions_hint>` while the project is running will not have the desired effect.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_debug_navigation_hint:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **debug_navigation_hint** = ``false``
- .. rst-class:: classref-property-setget
- - void **set_debug_navigation_hint** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_debugging_navigation_hint** **(** **)**
- If ``true``, navigation polygons will be visible when running the game from the editor for debugging purposes.
- \ **Note:** This property is not designed to be changed at run-time. Changing the value of :ref:`debug_navigation_hint<class_SceneTree_property_debug_navigation_hint>` while the project is running will not have the desired effect.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_debug_paths_hint:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **debug_paths_hint** = ``false``
- .. rst-class:: classref-property-setget
- - void **set_debug_paths_hint** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_debugging_paths_hint** **(** **)**
- If ``true``, curves from :ref:`Path2D<class_Path2D>` and :ref:`Path3D<class_Path3D>` nodes will be visible when running the game from the editor for debugging purposes.
- \ **Note:** This property is not designed to be changed at run-time. Changing the value of :ref:`debug_paths_hint<class_SceneTree_property_debug_paths_hint>` while the project is running will not have the desired effect.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_edited_scene_root:
- .. rst-class:: classref-property
- :ref:`Node<class_Node>` **edited_scene_root**
- .. rst-class:: classref-property-setget
- - void **set_edited_scene_root** **(** :ref:`Node<class_Node>` value **)**
- - :ref:`Node<class_Node>` **get_edited_scene_root** **(** **)**
- The root of the edited scene.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_multiplayer_poll:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **multiplayer_poll** = ``true``
- .. rst-class:: classref-property-setget
- - void **set_multiplayer_poll_enabled** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_multiplayer_poll_enabled** **(** **)**
- If ``true`` (default value), enables automatic polling of the :ref:`MultiplayerAPI<class_MultiplayerAPI>` for this SceneTree during :ref:`process_frame<class_SceneTree_signal_process_frame>`.
- If ``false``, you need to manually call :ref:`MultiplayerAPI.poll<class_MultiplayerAPI_method_poll>` to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual :ref:`Mutex<class_Mutex>` protection when accessing the :ref:`MultiplayerAPI<class_MultiplayerAPI>` from threads.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_paused:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **paused** = ``false``
- .. rst-class:: classref-property-setget
- - void **set_pause** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_paused** **(** **)**
- If ``true``, the **SceneTree** is paused. Doing so will have the following behavior:
- - 2D and 3D physics will be stopped. This includes signals and collision detection.
- - :ref:`Node._process<class_Node_private_method__process>`, :ref:`Node._physics_process<class_Node_private_method__physics_process>` and :ref:`Node._input<class_Node_private_method__input>` will not be called anymore in nodes.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_quit_on_go_back:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **quit_on_go_back** = ``true``
- .. rst-class:: classref-property-setget
- - void **set_quit_on_go_back** **(** :ref:`bool<class_bool>` value **)**
- - :ref:`bool<class_bool>` **is_quit_on_go_back** **(** **)**
- If ``true``, the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
- To handle 'Go Back' button when this option is disabled, use :ref:`DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST<class_DisplayServer_constant_WINDOW_EVENT_GO_BACK_REQUEST>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_property_root:
- .. rst-class:: classref-property
- :ref:`Window<class_Window>` **root**
- .. rst-class:: classref-property-setget
- - :ref:`Window<class_Window>` **get_root** **(** **)**
- The **SceneTree**'s root :ref:`Window<class_Window>`.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Method Descriptions
- -------------------
- .. _class_SceneTree_method_call_group:
- .. rst-class:: classref-method
- void **call_group** **(** :ref:`StringName<class_StringName>` group, :ref:`StringName<class_StringName>` method, ... **)** |vararg|
- Calls ``method`` on each member of the given group. You can pass arguments to ``method`` by specifying them at the end of the method call. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.
- \ **Note:** :ref:`call_group<class_SceneTree_method_call_group>` will call methods immediately on all members at once, which can cause stuttering if an expensive method is called on lots of members.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_call_group_flags:
- .. rst-class:: classref-method
- void **call_group_flags** **(** :ref:`int<class_int>` flags, :ref:`StringName<class_StringName>` group, :ref:`StringName<class_StringName>` method, ... **)** |vararg|
- Calls ``method`` on each member of the given group, respecting the given :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>`. You can pass arguments to ``method`` by specifying them at the end of the method call. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.
- ::
- # Call the method in a deferred manner and in reverse order.
- get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE)
- \ **Note:** Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to :ref:`call_group<class_SceneTree_method_call_group>`. However, if the :ref:`GROUP_CALL_DEFERRED<class_SceneTree_constant_GROUP_CALL_DEFERRED>` flag is present in the ``flags`` argument, methods will be called at the end of the frame in a way similar to :ref:`Object.set_deferred<class_Object_method_set_deferred>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_change_scene_to_file:
- .. rst-class:: classref-method
- :ref:`Error<enum_@GlobalScope_Error>` **change_scene_to_file** **(** :ref:`String<class_String>` path **)**
- Changes the running scene to the one at the given ``path``, after loading it into a :ref:`PackedScene<class_PackedScene>` and creating a new instance.
- Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, :ref:`@GlobalScope.ERR_CANT_OPEN<class_@GlobalScope_constant_ERR_CANT_OPEN>` if the ``path`` cannot be loaded into a :ref:`PackedScene<class_PackedScene>`, or :ref:`@GlobalScope.ERR_CANT_CREATE<class_@GlobalScope_constant_ERR_CANT_CREATE>` if that scene cannot be instantiated.
- \ **Note:** See :ref:`change_scene_to_packed<class_SceneTree_method_change_scene_to_packed>` for details on the order of operations.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_change_scene_to_packed:
- .. rst-class:: classref-method
- :ref:`Error<enum_@GlobalScope_Error>` **change_scene_to_packed** **(** :ref:`PackedScene<class_PackedScene>` packed_scene **)**
- Changes the running scene to a new instance of the given :ref:`PackedScene<class_PackedScene>` (which must be valid).
- Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, :ref:`@GlobalScope.ERR_CANT_CREATE<class_@GlobalScope_constant_ERR_CANT_CREATE>` if the scene cannot be instantiated, or :ref:`@GlobalScope.ERR_INVALID_PARAMETER<class_@GlobalScope_constant_ERR_INVALID_PARAMETER>` if the scene is invalid.
- \ **Note:** Operations happen in the following order when :ref:`change_scene_to_packed<class_SceneTree_method_change_scene_to_packed>` is called:
- 1. The current scene node is immediately removed from the tree. From that point, :ref:`Node.get_tree<class_Node_method_get_tree>` called on the current (outgoing) scene will return ``null``. :ref:`current_scene<class_SceneTree_property_current_scene>` will be ``null``, too, because the new scene is not available yet.
- 2. At the end of the frame, the formerly current scene, already removed from the tree, will be deleted (freed from memory) and then the new scene will be instantiated and added to the tree. :ref:`Node.get_tree<class_Node_method_get_tree>` and :ref:`current_scene<class_SceneTree_property_current_scene>` will be back to working as usual.
- This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to :ref:`Node.queue_free<class_Node_method_queue_free>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_create_timer:
- .. rst-class:: classref-method
- :ref:`SceneTreeTimer<class_SceneTreeTimer>` **create_timer** **(** :ref:`float<class_float>` time_sec, :ref:`bool<class_bool>` process_always=true, :ref:`bool<class_bool>` process_in_physics=false, :ref:`bool<class_bool>` ignore_time_scale=false **)**
- Returns a :ref:`SceneTreeTimer<class_SceneTreeTimer>` which will emit :ref:`SceneTreeTimer.timeout<class_SceneTreeTimer_signal_timeout>` after the given time in seconds elapsed in this **SceneTree**.
- If ``process_always`` is set to ``false``, pausing the **SceneTree** will also pause the timer.
- If ``process_in_physics`` is set to ``true``, will update the :ref:`SceneTreeTimer<class_SceneTreeTimer>` during the physics frame instead of the process frame (fixed framerate processing).
- If ``ignore_time_scale`` is set to ``true``, will ignore :ref:`Engine.time_scale<class_Engine_property_time_scale>` and update the :ref:`SceneTreeTimer<class_SceneTreeTimer>` with the actual frame delta.
- Commonly used to create a one-shot delay timer as in the following example:
- .. tabs::
- .. code-tab:: gdscript
- func some_function():
- print("start")
- await get_tree().create_timer(1.0).timeout
- print("end")
- .. code-tab:: csharp
- public async Task SomeFunction()
- {
- GD.Print("start");
- await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
- GD.Print("end");
- }
- The timer will be automatically freed after its time elapses.
- \ **Note:** The timer is processed after all of the nodes in the current frame, i.e. node's :ref:`Node._process<class_Node_private_method__process>` method would be called before the timer (or :ref:`Node._physics_process<class_Node_private_method__physics_process>` if ``process_in_physics`` is set to ``true``).
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_create_tween:
- .. rst-class:: classref-method
- :ref:`Tween<class_Tween>` **create_tween** **(** **)**
- Creates and returns a new :ref:`Tween<class_Tween>`. The Tween will start automatically on the next process frame or physics frame (depending on :ref:`TweenProcessMode<enum_Tween_TweenProcessMode>`).
- \ **Note:** When creating a :ref:`Tween<class_Tween>` using this method, the :ref:`Tween<class_Tween>` will not be tied to the :ref:`Node<class_Node>` that called it. It will continue to animate even if the :ref:`Node<class_Node>` is freed, but it will automatically finish if there's nothing left to animate. If you want the :ref:`Tween<class_Tween>` to be automatically killed when the :ref:`Node<class_Node>` is freed, use :ref:`Node.create_tween<class_Node_method_create_tween>` or :ref:`Tween.bind_node<class_Tween_method_bind_node>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_get_first_node_in_group:
- .. rst-class:: classref-method
- :ref:`Node<class_Node>` **get_first_node_in_group** **(** :ref:`StringName<class_StringName>` group **)**
- Returns the first node in the specified group, or ``null`` if the group is empty or does not exist.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_get_frame:
- .. rst-class:: classref-method
- :ref:`int<class_int>` **get_frame** **(** **)** |const|
- Returns the current frame number, i.e. the total frame count since the application started.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_get_multiplayer:
- .. rst-class:: classref-method
- :ref:`MultiplayerAPI<class_MultiplayerAPI>` **get_multiplayer** **(** :ref:`NodePath<class_NodePath>` for_path=NodePath("") **)** |const|
- Searches for the :ref:`MultiplayerAPI<class_MultiplayerAPI>` configured for the given path, if one does not exist it searches the parent paths until one is found. If the path is empty, or none is found, the default one is returned. See :ref:`set_multiplayer<class_SceneTree_method_set_multiplayer>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_get_node_count:
- .. rst-class:: classref-method
- :ref:`int<class_int>` **get_node_count** **(** **)** |const|
- Returns the number of nodes in this **SceneTree**.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_get_nodes_in_group:
- .. rst-class:: classref-method
- :ref:`Node[]<class_Node>` **get_nodes_in_group** **(** :ref:`StringName<class_StringName>` group **)**
- Returns a list of all nodes assigned to the given group.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_get_processed_tweens:
- .. rst-class:: classref-method
- :ref:`Tween[]<class_Tween>` **get_processed_tweens** **(** **)**
- Returns an array of currently existing :ref:`Tween<class_Tween>`\ s in the **SceneTree** (both running and paused).
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_has_group:
- .. rst-class:: classref-method
- :ref:`bool<class_bool>` **has_group** **(** :ref:`StringName<class_StringName>` name **)** |const|
- Returns ``true`` if the given group exists.
- A group exists if any :ref:`Node<class_Node>` in the tree belongs to it (see :ref:`Node.add_to_group<class_Node_method_add_to_group>`). Groups without nodes are removed automatically.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_notify_group:
- .. rst-class:: classref-method
- void **notify_group** **(** :ref:`StringName<class_StringName>` group, :ref:`int<class_int>` notification **)**
- Sends the given notification to all members of the ``group``.
- \ **Note:** :ref:`notify_group<class_SceneTree_method_notify_group>` will immediately notify all members at once, which can cause stuttering if an expensive method is called as a result of sending the notification to lots of members.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_notify_group_flags:
- .. rst-class:: classref-method
- void **notify_group_flags** **(** :ref:`int<class_int>` call_flags, :ref:`StringName<class_StringName>` group, :ref:`int<class_int>` notification **)**
- Sends the given notification to all members of the ``group``, respecting the given :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>`.
- \ **Note:** Group call flags are used to control the notification sending behavior. By default, notifications will be sent immediately in a way similar to :ref:`notify_group<class_SceneTree_method_notify_group>`. However, if the :ref:`GROUP_CALL_DEFERRED<class_SceneTree_constant_GROUP_CALL_DEFERRED>` flag is present in the ``call_flags`` argument, notifications will be sent at the end of the current frame in a way similar to using ``Object.call_deferred("notification", ...)``.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_queue_delete:
- .. rst-class:: classref-method
- void **queue_delete** **(** :ref:`Object<class_Object>` obj **)**
- Queues the given object for deletion, delaying the call to :ref:`Object.free<class_Object_method_free>` to the end of the current frame.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_quit:
- .. rst-class:: classref-method
- void **quit** **(** :ref:`int<class_int>` exit_code=0 **)**
- Quits the application at the end of the current iteration. Argument ``exit_code`` can optionally be given (defaulting to 0) to customize the exit status code.
- By convention, an exit code of ``0`` indicates success whereas a non-zero exit code indicates an error.
- For portability reasons, the exit code should be set between 0 and 125 (inclusive).
- \ **Note:** On iOS this method doesn't work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_reload_current_scene:
- .. rst-class:: classref-method
- :ref:`Error<enum_@GlobalScope_Error>` **reload_current_scene** **(** **)**
- Reloads the currently active scene.
- Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, :ref:`@GlobalScope.ERR_UNCONFIGURED<class_@GlobalScope_constant_ERR_UNCONFIGURED>` if no :ref:`current_scene<class_SceneTree_property_current_scene>` was defined yet, :ref:`@GlobalScope.ERR_CANT_OPEN<class_@GlobalScope_constant_ERR_CANT_OPEN>` if :ref:`current_scene<class_SceneTree_property_current_scene>` cannot be loaded into a :ref:`PackedScene<class_PackedScene>`, or :ref:`@GlobalScope.ERR_CANT_CREATE<class_@GlobalScope_constant_ERR_CANT_CREATE>` if the scene cannot be instantiated.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_set_group:
- .. rst-class:: classref-method
- void **set_group** **(** :ref:`StringName<class_StringName>` group, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)**
- Sets the given ``property`` to ``value`` on all members of the given group.
- \ **Note:** :ref:`set_group<class_SceneTree_method_set_group>` will set the property immediately on all members at once, which can cause stuttering if a property with an expensive setter is set on lots of members.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_set_group_flags:
- .. rst-class:: classref-method
- void **set_group_flags** **(** :ref:`int<class_int>` call_flags, :ref:`StringName<class_StringName>` group, :ref:`String<class_String>` property, :ref:`Variant<class_Variant>` value **)**
- Sets the given ``property`` to ``value`` on all members of the given group, respecting the given :ref:`GroupCallFlags<enum_SceneTree_GroupCallFlags>`.
- \ **Note:** Group call flags are used to control the property setting behavior. By default, properties will be set immediately in a way similar to :ref:`set_group<class_SceneTree_method_set_group>`. However, if the :ref:`GROUP_CALL_DEFERRED<class_SceneTree_constant_GROUP_CALL_DEFERRED>` flag is present in the ``call_flags`` argument, properties will be set at the end of the frame in a way similar to :ref:`Object.call_deferred<class_Object_method_call_deferred>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_set_multiplayer:
- .. rst-class:: classref-method
- void **set_multiplayer** **(** :ref:`MultiplayerAPI<class_MultiplayerAPI>` multiplayer, :ref:`NodePath<class_NodePath>` root_path=NodePath("") **)**
- Sets a custom :ref:`MultiplayerAPI<class_MultiplayerAPI>` with the given ``root_path`` (controlling also the relative subpaths), or override the default one if ``root_path`` is empty.
- \ **Note:** No :ref:`MultiplayerAPI<class_MultiplayerAPI>` must be configured for the subpath containing ``root_path``, nested custom multiplayers are not allowed. I.e. if one is configured for ``"/root/Foo"`` setting one for ``"/root/Foo/Bar"`` will cause an error.
- .. rst-class:: classref-item-separator
- ----
- .. _class_SceneTree_method_unload_current_scene:
- .. rst-class:: classref-method
- void **unload_current_scene** **(** **)**
- If a current scene is loaded, calling this method will unload it.
- .. |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.)`
|