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

core class SpatialMaterial inherits Material (reference-counted).

This class has related types in the spatial_material 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

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

SpatialMaterial 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

Constants

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

The material’s base color.

Threshold at which the alpha scissor will discard values.

The strength of the anisotropy effect.

Amount that ambient occlusion affects lighting from lights. If 0, ambient occlusion only affects ambient light. If 1, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.

Specifies the channel of the [ao_texture][Self::ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Controls how the object faces the camera. See BillboardMode. Note: Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See GitHub issue #41567 for details.

The material’s blend mode. Note: Values other than Mix force the object into the transparent pipeline. See BlendMode.

Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect.

Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.

Which side of the object is not drawn when backfaces are rendered. See CullMode.

If true, direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect.

If true, direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect.

Number of layers to use when using [depth_deep_parallax][Self::depth_deep_parallax] and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.

Number of layers to use when using [depth_deep_parallax][Self::depth_deep_parallax] and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.

Determines when depth rendering takes place. See DepthDrawMode. See also [flags_transparent][Self::flags_transparent].

Scales the depth offset effect. A higher number will create a larger depth.

Specifies how the [detail_albedo][Self::detail_albedo] should blend with the current ALBEDO. See BlendMode for options.

Specifies whether to use UV or UV2 for the detail layer. See [DetailUV][DetailUV] for options.

The algorithm used for diffuse light scattering. See DiffuseMode.

Specifies which type of fade to use. Can be any of the DistanceFadeModes.

Distance at which the object appears fully opaque. Note: If distance_fade_max_distance is less than distance_fade_min_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.

Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. Note: If distance_fade_min_distance is greater than distance_fade_max_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.

The emitted light’s color. See [emission_enabled][Self::emission_enabled].

The emitted light’s strength. See [emission_enabled][Self::emission_enabled].

Sets how emission interacts with [emission_texture][Self::emission_texture]. Can either add or multiply. See EmissionOperator for options.

If true, the transmission effect is enabled.

If true, the vertex color is used as albedo color.

Grows object vertices in the direction of their normals.

Currently unimplemented in Godot.

A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use roughness.

Specifies the channel of the [metallic_texture][Self::metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

The strength of the normal map’s effect.

The number of horizontal frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See [params_billboard_mode][Self::params_billboard_mode].

If true, particle animations are looped. Only enabled when using BILLBOARD_PARTICLES. See [params_billboard_mode][Self::params_billboard_mode].

The number of vertical frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See [params_billboard_mode][Self::params_billboard_mode].

The point size in pixels. See [flags_use_point_size][Self::flags_use_point_size].

Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.

The strength of the refraction effect. Higher values result in a more distorted appearance for the refraction.

Specifies the channel of the [refraction_texture][Self::refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Sets the strength of the rim lighting effect.

The amount of to blend light and albedo color when rendering rim effect. If 0 the light color is used, while 1 means albedo color is used. An intermediate value generally works best.

Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also metallic.

Specifies the channel of the [ao_texture][Self::ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. Note: Unlike metallic, this is not energy-conserving, so it should be left at 0.5 in most cases. See also roughness.

The method for rendering the specular blob. See SpecularMode.

The strength of the subsurface scattering effect.

Texture used to control the transmission effect per-pixel. Added to transmission.

The color used by the transmission effect. Represents the light passing through an object.

How much to offset the UV coordinates. This amount will be added to UV in the vertex function. This can be used to offset a texture.

How much to scale the UV coordinates. This is multiplied by UV in the vertex function.

A lower number blends the texture more softly while a higher number blends the texture more sharply.

How much to offset the UV2 coordinates. This amount will be added to UV2 in the vertex function. This can be used to offset a texture.

How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function.

A lower number blends the texture more softly while a higher number blends the texture more sharply.

If true, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.

If true, enables the vertex grow setting. See [params_grow_amount][Self::params_grow_amount].

If true, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.

The material’s base color.

Threshold at which the alpha scissor will discard values.

The strength of the anisotropy effect.

Amount that ambient occlusion affects lighting from lights. If 0, ambient occlusion only affects ambient light. If 1, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.

Specifies the channel of the [ao_texture][Self::ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Controls how the object faces the camera. See BillboardMode. Note: Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See GitHub issue #41567 for details.

The material’s blend mode. Note: Values other than Mix force the object into the transparent pipeline. See BlendMode.

Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect.

Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.

Which side of the object is not drawn when backfaces are rendered. See CullMode.

If true, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.

If true, direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect.

If true, direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect.

Number of layers to use when using [depth_deep_parallax][Self::depth_deep_parallax] and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.

Number of layers to use when using [depth_deep_parallax][Self::depth_deep_parallax] and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.

Determines when depth rendering takes place. See DepthDrawMode. See also [flags_transparent][Self::flags_transparent].

Scales the depth offset effect. A higher number will create a larger depth.

Specifies how the [detail_albedo][Self::detail_albedo] should blend with the current ALBEDO. See BlendMode for options.

Specifies whether to use UV or UV2 for the detail layer. See [DetailUV][DetailUV] for options.

The algorithm used for diffuse light scattering. See DiffuseMode.

Specifies which type of fade to use. Can be any of the DistanceFadeModes.

Distance at which the object appears fully opaque. Note: If distance_fade_max_distance is less than distance_fade_min_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.

Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. Note: If distance_fade_min_distance is greater than distance_fade_max_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.

The emitted light’s color. See [emission_enabled][Self::emission_enabled].

The emitted light’s strength. See [emission_enabled][Self::emission_enabled].

Sets how emission interacts with [emission_texture][Self::emission_texture]. Can either add or multiply. See EmissionOperator for options.

If true, the transmission effect is enabled.

If true, the vertex color is used as albedo color.

Grows object vertices in the direction of their normals.

If true, enables the vertex grow setting. See [params_grow_amount][Self::params_grow_amount].

Currently unimplemented in Godot.

A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use roughness.

Specifies the channel of the [metallic_texture][Self::metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

The strength of the normal map’s effect.

The number of horizontal frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See [params_billboard_mode][Self::params_billboard_mode].

If true, particle animations are looped. Only enabled when using BILLBOARD_PARTICLES. See [params_billboard_mode][Self::params_billboard_mode].

The number of vertical frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See [params_billboard_mode][Self::params_billboard_mode].

The point size in pixels. See [flags_use_point_size][Self::flags_use_point_size].

If true, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.

Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.

The strength of the refraction effect. Higher values result in a more distorted appearance for the refraction.

Specifies the channel of the [refraction_texture][Self::refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Sets the strength of the rim lighting effect.

The amount of to blend light and albedo color when rendering rim effect. If 0 the light color is used, while 1 means albedo color is used. An intermediate value generally works best.

Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also metallic.

Specifies the channel of the [ao_texture][Self::ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. Note: Unlike metallic, this is not energy-conserving, so it should be left at 0.5 in most cases. See also roughness.

The method for rendering the specular blob. See SpecularMode.

The strength of the subsurface scattering effect.

Texture used to control the transmission effect per-pixel. Added to transmission.

The color used by the transmission effect. Represents the light passing through an object.

How much to offset the UV coordinates. This amount will be added to UV in the vertex function. This can be used to offset a texture.

How much to scale the UV coordinates. This is multiplied by UV in the vertex function.

A lower number blends the texture more softly while a higher number blends the texture more sharply.

How much to offset the UV2 coordinates. This amount will be added to UV2 in the vertex function. This can be used to offset a texture.

How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function.

A lower number blends the texture more softly while a higher number blends the texture more sharply.

Methods from Deref<Target = Material>

Sets the Material to be used for the next pass. This renders the object again using a different material. Note: This only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

Sets the Material to be used for the next pass. This renders the object again using a different material. Note: This only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

Methods from Deref<Target = Resource>

Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. Note: When duplicating a resource, only exported properties are copied. Other properties will be set to their default value in the new resource.

Default Arguments
  • subresources - false

Sample code is GDScript unless otherwise noted.

Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

If [resource_local_to_scene][Self::resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null.

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

This method is called when a resource with [resource_local_to_scene][Self::resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [_setup_local_to_scene][Self::_setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path][Self::resource_path], as the latter would error out if another resource was already cached for the given path.

Methods from Deref<Target = Object>

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 - [ ]

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(), …).

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(), …).

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(), …).

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

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 throw 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

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

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")

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).

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.

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.

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".

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].

Returns the object’s metadata entry for the given name.

Returns the object’s metadata as a PoolStringArray.

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

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]).

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

Returns an Array of connections for the given signal.

Returns the list of signals as an Array of dictionaries.

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

Returns true if the object contains the given method.

Returns true if the given signal exists.

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

Returns true if signal emission blocking is enabled.

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.

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

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

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

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.

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

Assigns a new value to the given property. If the property does not exist, 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).

If set to true, signal emission is blocked.

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).

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)

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

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".

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.

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.

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

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

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

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

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.