pub struct SceneTree { /* private fields */ }
Expand description

core class SceneTree inherits MainLoop (manually managed).

This class has related types in the scene_tree module.

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

Non-reference-counted objects, such as the ones of this type, are usually owned by the engine.

SceneTree is a reference-only type. Persistent references can only exist in the unsafe Ref<SceneTree> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

SceneTree inherits methods from:

Safety

All types in the Godot API have interior mutability in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

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impl SceneTree

Constants

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impl SceneTree

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pub fn new() -> Ref<Self, Unique>

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

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pub fn call_group(
    &self,
    group: impl Into<GodotString>,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

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. This method is equivalent of calling call_group_flags with GROUP_CALL_DEFAULT flag. Note: method may only have 5 arguments at most (7 arguments passed to this method in total). Note: Due to design limitations, call_group will fail silently if one of the arguments is null. Note: call_group will always call methods with an one-frame delay, in a way similar to Object.call_deferred. To call methods immediately, use call_group_flags with the GROUP_CALL_REALTIME flag.

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pub fn call_group_flags(
    &self,
    flags: i64,
    group: impl Into<GodotString>,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls method on each member of the given group, respecting the given GroupCallFlags. You can pass arguments to method by specifying them at the end of the method call. Note: method may only have 5 arguments at most (8 arguments passed to this method in total). Note: Due to design limitations, call_group_flags will fail silently if one of the arguments is null.

# Call the method immediately and in reverse order.
get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree.GROUP_CALL_REVERSE, "bases", "destroy")
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pub fn change_scene(&self, path: impl Into<GodotString>) -> GodotResult

Changes the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance. Returns [OK][Self::OK] on success, [ERR_CANT_OPEN][Self::ERR_CANT_OPEN] if the path cannot be loaded into a PackedScene, or [ERR_CANT_CREATE][Self::ERR_CANT_CREATE] if that scene cannot be instantiated. Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the change_scene call.

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pub fn change_scene_to(
    &self,
    packed_scene: impl AsArg<PackedScene>
) -> GodotResult

Changes the running scene to a new instance of the given PackedScene. Returns [OK][Self::OK] on success or [ERR_CANT_CREATE][Self::ERR_CANT_CREATE] if the scene cannot be instantiated. Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the change_scene_to call. Note: Passing a value of null into the method will unload the current scene without loading a new one.

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pub fn create_timer(
    &self,
    time_sec: f64,
    pause_mode_process: bool
) -> Option<Ref<SceneTreeTimer, Shared>>

Sample code is GDScript unless otherwise noted.

Returns a SceneTreeTimer which will [signal 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")

The timer will be automatically freed after its time elapses.

Default Arguments
  • pause_mode_process - true
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pub fn create_tween(&self) -> Option<Ref<SceneTreeTween, Shared>>

Creates and returns a new SceneTreeTween.

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pub fn current_scene(&self) -> Option<Ref<Node, Shared>>

The current scene.

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pub fn edited_scene_root(&self) -> Option<Ref<Node, Shared>>

The root of the edited scene.

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pub fn get_frame(&self) -> i64

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

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pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>

The default MultiplayerAPI instance for this SceneTree.

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pub fn get_network_connected_peers(&self) -> PoolArray<i32>

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

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pub fn network_peer(&self) -> Option<Ref<NetworkedMultiplayerPeer, Shared>>

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.

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pub fn get_network_unique_id(&self) -> i64

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

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pub fn get_node_count(&self) -> i64

Returns the number of nodes in this SceneTree.

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pub fn get_nodes_in_group(&self, group: impl Into<GodotString>) -> VariantArray

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

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pub fn get_processed_tweens(&self) -> VariantArray

Returns an array of currently existing SceneTreeTweens in the SceneTree (both running and paused).

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pub fn root(&self) -> Option<Ref<Viewport, Shared>>

The SceneTree’s root Viewport.

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pub fn get_rpc_sender_id(&self) -> i64

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

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pub fn has_group(&self, name: impl Into<GodotString>) -> bool

Returns true if the given group exists.

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pub fn has_network_peer(&self) -> bool

Returns true if there is a network_peer set.

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pub fn is_auto_accept_quit(&self) -> bool

If true, the application automatically accepts quitting. For mobile platforms, see [quit_on_go_back][Self::quit_on_go_back].

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pub fn is_debugging_collisions_hint(&self) -> bool

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 [debug_collisions_hint][Self::debug_collisions_hint] while the project is running will not have the desired effect.

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pub fn is_debugging_navigation_hint(&self) -> bool

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 [debug_navigation_hint][Self::debug_navigation_hint] while the project is running will not have the desired effect.

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pub fn is_input_handled(&self) -> bool

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

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pub fn is_multiplayer_poll_enabled(&self) -> bool

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.

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pub fn is_network_server(&self) -> bool

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

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pub fn is_paused(&self) -> bool

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.
  • [Node._process][Node::_process], [Node._physics_process][Node::_physics_process] and [Node._input][Node::_input] will not be called anymore in nodes.
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pub fn is_physics_interpolation_enabled(&self) -> bool

Although physics interpolation would normally be globally turned on and off using [member ProjectSettings.physics/common/physics_interpolation], this property allows control over interpolation at runtime.

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pub fn is_quit_on_go_back(&self) -> bool

If true, the application quits automatically on going back (e.g. on Android). To handle ‘Go Back’ button when this option is disabled, use MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST.

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pub fn is_refusing_new_network_connections(&self) -> bool

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

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pub fn is_using_font_oversampling(&self) -> bool

If true, font oversampling is enabled. This means that DynamicFonts will be rendered at higher or lower size than configured based on the viewport’s scaling ratio. For example, in a viewport scaled with a factor 1.5, a font configured with size 14 would be rendered with size 21 (14 * 1.5). Note: Font oversampling is only used if the viewport stretch mode is STRETCH_MODE_VIEWPORT, and if the stretch aspect mode is different from STRETCH_ASPECT_IGNORE. Note: This property is set automatically for the active SceneTree when the project starts based on the configuration of rendering/quality/dynamic_fonts/use_oversampling in ProjectSettings. The property can however be overridden at runtime as needed.

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pub fn notify_group(&self, group: impl Into<GodotString>, notification: i64)

Sends the given notification to all members of the group.

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pub fn notify_group_flags(
    &self,
    call_flags: i64,
    group: impl Into<GodotString>,
    notification: i64
)

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

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pub fn queue_delete(&self, obj: impl AsArg<Object>)

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

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pub fn quit(&self, exit_code: i64)

Quits the application at the end of the current iteration. 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. 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.

Default Arguments
  • exit_code - -1
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pub fn reload_current_scene(&self) -> GodotResult

Reloads the currently active scene. Returns [OK][Self::OK] on success, [ERR_UNCONFIGURED][Self::ERR_UNCONFIGURED] if no current_scene was defined yet, [ERR_CANT_OPEN][Self::ERR_CANT_OPEN] if current_scene cannot be loaded into a PackedScene, or [ERR_CANT_CREATE][Self::ERR_CANT_CREATE] if the scene cannot be instantiated.

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pub fn set_auto_accept_quit(&self, enabled: bool)

If true, the application automatically accepts quitting. For mobile platforms, see [quit_on_go_back][Self::quit_on_go_back].

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pub fn set_current_scene(&self, child_node: impl AsArg<Node>)

The current scene.

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pub fn set_debug_collisions_hint(&self, enable: bool)

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 [debug_collisions_hint][Self::debug_collisions_hint] while the project is running will not have the desired effect.

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pub fn set_debug_navigation_hint(&self, enable: bool)

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 [debug_navigation_hint][Self::debug_navigation_hint] while the project is running will not have the desired effect.

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pub fn set_edited_scene_root(&self, scene: impl AsArg<Node>)

The root of the edited scene.

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pub fn set_group(
    &self,
    group: impl Into<GodotString>,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

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

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pub fn set_group_flags(
    &self,
    call_flags: i64,
    group: impl Into<GodotString>,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

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

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pub fn set_input_as_handled(&self)

Marks the most recent InputEvent as handled.

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pub fn set_multiplayer(&self, multiplayer: impl AsArg<MultiplayerAPI>)

The default MultiplayerAPI instance for this SceneTree.

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pub fn set_multiplayer_poll_enabled(&self, enabled: bool)

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.

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pub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)

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.

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pub fn set_pause(&self, enable: bool)

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.
  • [Node._process][Node::_process], [Node._physics_process][Node::_physics_process] and [Node._input][Node::_input] will not be called anymore in nodes.
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pub fn set_physics_interpolation_enabled(&self, enabled: bool)

Although physics interpolation would normally be globally turned on and off using [member ProjectSettings.physics/common/physics_interpolation], this property allows control over interpolation at runtime.

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pub fn set_quit_on_go_back(&self, enabled: bool)

If true, the application quits automatically on going back (e.g. on Android). To handle ‘Go Back’ button when this option is disabled, use MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST.

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pub fn set_refuse_new_network_connections(&self, refuse: bool)

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

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pub fn set_screen_stretch(
    &self,
    mode: i64,
    aspect: i64,
    minsize: Vector2,
    scale: f64
)

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

Default Arguments
  • scale - 1
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pub fn set_use_font_oversampling(&self, enable: bool)

If true, font oversampling is enabled. This means that DynamicFonts will be rendered at higher or lower size than configured based on the viewport’s scaling ratio. For example, in a viewport scaled with a factor 1.5, a font configured with size 14 would be rendered with size 21 (14 * 1.5). Note: Font oversampling is only used if the viewport stretch mode is STRETCH_MODE_VIEWPORT, and if the stretch aspect mode is different from STRETCH_ASPECT_IGNORE. Note: This property is set automatically for the active SceneTree when the project starts based on the configuration of rendering/quality/dynamic_fonts/use_oversampling in ProjectSettings. The property can however be overridden at runtime as needed.

Methods from Deref<Target = MainLoop>§

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pub fn finish(&self)

Should not be called manually, override [_finalize][Self::_finalize] instead. Will be removed in Godot 4.0.

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pub fn idle(&self, delta: f64) -> bool

Should not be called manually, override [_idle][Self::_idle] instead. Will be removed in Godot 4.0.

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pub fn init(&self)

Should not be called manually, override [_initialize][Self::_initialize] instead. Will be removed in Godot 4.0.

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pub fn input_event(&self, event: impl AsArg<InputEvent>)

Should not be called manually, override [_input_event][Self::_input_event] instead. Will be removed in Godot 4.0.

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pub fn input_text(&self, text: impl Into<GodotString>)

Should not be called manually, override [_input_text][Self::_input_text] instead. Will be removed in Godot 4.0.

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pub fn iteration(&self, delta: f64) -> bool

Should not be called manually, override [_iteration][Self::_iteration] instead. Will be removed in Godot 4.0.

Methods from Deref<Target = Object>§

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pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments
  • arguments - [ ]
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pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

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pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections. If the target is destroyed in the game’s lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to connect and parameters used when calling emit_signal:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
  • binds - [ ]
  • flags - 0
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pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected to ensure that the connection exists.

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pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
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pub fn get(&self, property: impl Into<GodotString>) -> Variant

Returns the Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

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pub fn get_incoming_connections(&self) -> VariantArray

Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.
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pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant

Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

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pub fn get_instance_id(&self) -> i64

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

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pub fn get_meta(
    &self,
    name: impl Into<GodotString>,
    default: impl OwnedToVariant
) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

Default Arguments
  • default - null
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pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

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pub fn get_property_list(&self) -> VariantArray

Returns the object’s property list as an Array of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

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pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

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pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

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pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

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pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

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pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

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pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool

Returns true if a connection exists for a given signal, target, and method.

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pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

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pub fn notification(&self, what: i64, reversed: bool)

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments
  • reversed - false
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pub fn property_list_changed_notify(&self)

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

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pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

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pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via call_deferred, i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
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pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

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pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)

Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object’s metadata, use remove_meta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

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pub fn set_script(&self, script: impl AsArg<Reference>)

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init][Self::_init] method will be called.

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pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

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pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See set_message_translation.

Trait Implementations§

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impl Debug for SceneTree

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for SceneTree

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type Target = MainLoop

The resulting type after dereferencing.
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fn deref(&self) -> &MainLoop

Dereferences the value.
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impl DerefMut for SceneTree

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fn deref_mut(&mut self) -> &mut MainLoop

Mutably dereferences the value.
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impl GodotObject for SceneTree

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type Memory = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
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fn class_name() -> &'static str

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fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
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fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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fn upcast<T>(&self) -> &Twhere
    T: GodotObject,
    Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
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unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
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impl Instanciable for SceneTree

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impl Sealed for SceneTree

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impl SubClass<MainLoop> for SceneTree

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impl SubClass<Object> for SceneTree

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere
    T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere
    U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> SubClass<T> for Twhere
    T: GodotObject,