Node
Inherits: Object
Description
Base class for all scene objects. Nodes can be assigned as children of other nodes, resulting in a tree arrangement. A tree of nodes is called a scene.
Inheritance
Node < Object
Properties
The name of the node. This name must be unique among the siblings.
The node owner. A node can have any other node as owner.
process_mode
ProcessMode
default:"PROCESS_MODE_INHERIT"
Can be used to pause or unpause the node, or make the node inherit process mode from its parent.
Methods
add_child
void add_child(node: Node, force_readable_name: bool = false, internal: InternalMode = 0)
Adds a child node. Nodes can have any number of children, but every child must have a unique name.
The node to add as a child
If true, improves readability of the added node (default: false)
remove_child
void remove_child(node: Node)
Removes a child node. The node is NOT deleted and must be freed manually.
get_child
Node get_child(idx: int, include_internal: bool = false)
Fetches a child node by its index. Returns null if no child exists at the given index.
get_parent
Returns this node’s parent node, or null if the node doesn’t have a parent.
get_tree
Returns the SceneTree that contains this node.
is_inside_tree
Returns true if this node is currently inside a SceneTree.
Signals
ready()
Emitted when the node is ready, i.e., when both the node and its children have entered the scene tree.
tree_entered()
Emitted when the node enters the SceneTree.
tree_exited()
Emitted when the node exits the SceneTree.
Example Usage
var parent = Node.new()
var child = Node.new()
child.name = "MyChild"
parent.add_child(child)
print(parent.get_child(0).name) # Prints: MyChild
var parent = new Node();
var child = new Node();
child.Name = "MyChild";
parent.AddChild(child);
GD.Print(parent.GetChild(0).Name); // Prints: MyChild