SceneTree

Inherits: MainLoop < Object

Manages the game loop via a hierarchy of nodes.

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. a “enemy” group. You can then iterate these groups or even call methods and set properties on all the group’s members at once.

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

Methods

Variant call_group ( String group, String method, … ) vararg
Variant call_group_flags ( int flags, String group, String method, … ) vararg
Error change_scene ( String path )
Error change_scene_to ( PackedScene packed_scene )
SceneTreeTimer create_timer ( float time_sec, bool pause_mode_process=true )
int get_frame ( ) const
PoolIntArray get_network_connected_peers ( ) const
int get_network_unique_id ( ) const
int get_node_count ( ) const
Array get_nodes_in_group ( String group )
int get_rpc_sender_id ( ) const
bool has_group ( String name ) const
bool has_network_peer ( ) const
bool is_input_handled ( )
bool is_network_server ( ) const
void notify_group ( String group, int notification )
void notify_group_flags ( int call_flags, String group, int notification )
void queue_delete ( Object obj )
void quit ( int exit_code=-1 )
Error reload_current_scene ( )
void set_auto_accept_quit ( bool enabled )
void set_group ( String group, String property, Variant value )
void set_group_flags ( int call_flags, String group, String property, Variant value )
void set_input_as_handled ( )
void set_quit_on_go_back ( bool enabled )
void set_screen_stretch ( StretchMode mode, StretchAspect aspect, Vector2 minsize, float shrink=1 )

Signals

  • connected_to_server ( )

Emitted whenever this SceneTree’s network_peer successfully connected to a server. Only emitted on clients.


  • connection_failed ( )

Emitted whenever this SceneTree’s network_peer fails to establish a connection to a server. Only emitted on clients.


Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.


Emitted whenever global menu item is clicked.


  • idle_frame ( )

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


  • network_peer_connected ( int id )

Emitted whenever this SceneTree’s network_peer connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).


  • network_peer_disconnected ( int id )

Emitted whenever this SceneTree’s network_peer disconnects from a peer. Clients get notified when other clients disconnect from the same server.


  • node_added ( Node node )

Emitted whenever a node is added to the SceneTree.


  • node_configuration_warning_changed ( Node node )

Emitted when a node’s configuration changed. Only emitted in tool mode.


  • node_removed ( Node node )

Emitted whenever a node is removed from the SceneTree.


  • node_renamed ( Node node )

Emitted whenever a node is renamed.


  • physics_frame ( )

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


  • screen_resized ( )

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


  • server_disconnected ( )

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


  • tree_changed ( )

Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.).

Enumerations

enum GroupCallFlags:

  • GROUP_CALL_DEFAULT = 0 — Call a group with no flags (default).
  • GROUP_CALL_REVERSE = 1 — Call a group in reverse scene order.
  • GROUP_CALL_REALTIME = 2 — Call a group immediately (calls are normally made on idle).
  • GROUP_CALL_UNIQUE = 4 — Call a group only once even if the call is executed many times.

enum StretchMode:

  • STRETCH_MODE_DISABLED = 0 — No stretching.
  • STRETCH_MODE_2D = 1 — Render stretching in higher resolution (interpolated).
  • STRETCH_MODE_VIEWPORT = 2 — Keep the specified display resolution. No interpolation. Content may appear pixelated.

enum StretchAspect:

  • STRETCH_ASPECT_IGNORE = 0 — Fill the window with the content stretched to cover excessive space. Content may appear stretched.
  • STRETCH_ASPECT_KEEP = 1 — Retain the same aspect ratio by padding with black bars on either axis. This prevents distortion.
  • STRETCH_ASPECT_KEEP_WIDTH = 2 — Expand vertically. Left/right black bars may appear if the window is too wide.
  • STRETCH_ASPECT_KEEP_HEIGHT = 3 — Expand horizontally. Top/bottom black bars may appear if the window is too tall.
  • STRETCH_ASPECT_EXPAND = 4 — Expand in both directions, retaining the same aspect ratio. This prevents distortion while avoiding black bars.

Property Descriptions

  • Node current_scene
Setter set_current_scene(value)
Getter get_current_scene()

The current scene.


  • bool debug_collisions_hint
Default false
Setter set_debug_collisions_hint(value)
Getter is_debugging_collisions_hint()

If true, collision shapes will be visible when running the game from the editor for debugging purposes.


  • bool debug_navigation_hint
Default false
Setter set_debug_navigation_hint(value)
Getter is_debugging_navigation_hint()

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


  • Node edited_scene_root
Setter set_edited_scene_root(value)
Getter get_edited_scene_root()

The root of the edited scene.


Setter set_multiplayer(value)
Getter get_multiplayer()

The default MultiplayerAPI instance for this SceneTree.


  • bool multiplayer_poll
Default true
Setter set_multiplayer_poll_enabled(value)
Getter is_multiplayer_poll_enabled()

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

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


Setter set_network_peer(value)
Getter get_network_peer()

The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with is_network_server) and will set the root node’s network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree’s signals.


Default false
Setter set_pause(value)
Getter is_paused()

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


  • bool refuse_new_network_connections
Default false
Setter set_refuse_new_network_connections(value)
Getter is_refusing_new_network_connections()

If true, the SceneTree’s network_peer refuses new incoming connections.


Getter get_root()

The SceneTree’s root Viewport.


  • bool use_font_oversampling
Default false
Setter set_use_font_oversampling(value)
Getter is_using_font_oversampling()

If true, font oversampling is used.

Method Descriptions

Calls method on each member of the given group.


Calls method on each member of the given group, respecting the given GroupCallFlags.


Changes the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance.

Returns @GlobalScope.OK on success, @GlobalScope.ERR_CANT_OPEN if the path cannot be loaded into a PackedScene, or @GlobalScope.ERR_CANT_CREATE if that scene cannot be instantiated.


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

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


Returns a SceneTreeTimer which will SceneTreeTimer.timeout after the given time in seconds elapsed in this SceneTree. If pause_mode_process is set to false, pausing the SceneTree will also pause the timer.

Commonly used to create a one-shot delay timer as in the following example:

func some_function():
    print("start")
    yield(get_tree().create_timer(1.0), "timeout")
    print("end")

  • int get_frame ( ) const

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


Returns the peer IDs of all connected peers of this SceneTree’s network_peer.


  • int get_network_unique_id ( ) const

Returns the unique peer ID of this SceneTree’s network_peer.


  • int get_node_count ( ) const

Returns the number of nodes in this SceneTree.


Returns a list of all nodes assigned to the given group.


  • int get_rpc_sender_id ( ) const

Returns the sender’s peer ID for the most recently received RPC call.


Returns true if the given group exists.


  • bool has_network_peer ( ) const

Returns true if there is a network_peer set.


  • bool is_input_handled ( )

Returns true if the most recent InputEvent was marked as handled with set_input_as_handled.


  • bool is_network_server ( ) const

Returns true if this SceneTree’s network_peer is in server mode (listening for connections).


  • void notify_group ( String group, int notification )

Sends the given notification to all members of the group.


  • void notify_group_flags ( int call_flags, String group, int notification )

Sends the given notification to all members of the group, respecting the given GroupCallFlags.


  • void queue_delete ( Object obj )

Queues the given object for deletion, delaying the call to Object.free to after the current frame.


  • void quit ( int exit_code=-1 )

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


  • Error reload_current_scene ( )

Reloads the currently active scene.

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


  • void set_auto_accept_quit ( bool enabled )

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

For mobile platforms, see set_quit_on_go_back.


Sets the given property to value on all members of the given group.


Sets the given property to value on all members of the given group, respecting the given GroupCallFlags.


  • void set_input_as_handled ( )

Marks the most recent InputEvent as handled.


  • void set_quit_on_go_back ( bool enabled )

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

To handle ‘Go Back’ button when this option is disabled, use MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST.


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