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

core singleton class OS inherits Object (manually managed).

This class has related types in the os 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.

Class hierarchy

OS 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

Returns a reference to the singleton instance.

Displays a modal dialog box using the host OS’ facilities. Execution is blocked until the dialog is closed.

Default Arguments
  • title - "Alert!"

Returns true if the host OS allows drawing.

Returns true if the current host platform is using multiple threads.

Centers the window on the screen if in windowed mode.

Shuts down system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.

Delays execution of the current thread by msec milliseconds. msec must be greater than or equal to 0. Otherwise, delay_msec will do nothing and will print an error message. Note: delay_msec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Yielding with SceneTree.create_timer will delay the execution of code placed below the yield without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts). Note: When delay_msec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_msec as part of an EditorPlugin or EditorScript, it will freeze the editor but won’t freeze the project if it is currently running (since the project is an independent child process).

Delays execution of the current thread by usec microseconds. usec must be greater than or equal to 0. Otherwise, delay_usec will do nothing and will print an error message. Note: delay_usec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Yielding with SceneTree.create_timer will delay the execution of code placed below the yield without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts). Note: When delay_usec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_usec as part of an EditorPlugin or EditorScript, it will freeze the editor but won’t freeze the project if it is currently running (since the project is an independent child process).

Dumps the memory allocation ringlist to a file (only works in debug). Entry format per line: “Address - Size - Description”.

Dumps all used resources to file (only works in debug). Entry format per line: “Resource Type : Resource Location”. At the end of the file is a statistic of all used Resource Types.

Sample code is GDScript unless otherwise noted.

Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable. The arguments are used in the given order and separated by a space, so OS.execute("ping", ["-w", "3", "godotengine.org"], false) will resolve to ping -w 3 godotengine.org in the system’s shell. This method has slightly different behavior based on whether the blocking mode is enabled. If blocking is true, the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the output array as a single string. When the process terminates, the Godot thread will resume execution. If blocking is false, the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so output will be empty. The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with kill). If the process forking (non-blocking) or opening (blocking) fails, the method will return -1 or another exit code. Example of blocking mode and retrieving the shell output:

var output = []
var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)

Example of non-blocking mode, running another instance of the project and storing its process ID:

var pid = OS.execute(OS.get_executable_path(), [], false)

If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:

OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output)

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

Default Arguments
  • blocking - true
  • output - [ ]
  • read_stderr - false

Returns the scancode of the given string (e.g. “Escape”).

Returns the total number of available audio drivers.

Returns the audio driver name for the given index.

If true, removes the window frame. Note: Setting window_borderless to false disables per-pixel transparency.

Returns the global cache data directory according to the operating system’s standards. On desktop platforms, this path can be overridden by setting the XDG_CACHE_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_config_dir and get_data_dir. Not to be confused with get_user_data_dir, which returns the project-specific user data path.

The clipboard from the host OS. Might be unavailable on some platforms.

Sample code is GDScript unless otherwise noted.

Returns the command-line arguments passed to the engine. Command-line arguments can be written in any form, including both --key value and --key=value forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments. You can also incorporate environment variables using the get_environment method. You can set [member ProjectSettings.editor/main_run_args] to define command-line arguments to be passed by the editor when running the project. Here’s a minimal example on how to parse command-line arguments into a dictionary using the --key=value form for arguments:

var arguments = {}
for argument in OS.get_cmdline_args():
    if argument.find("=") > -1:
        var key_value = argument.split("=")
        arguments[key_value[`0`][0].lstrip("--")] = key_value[`1`][1]

Returns the global user configuration directory according to the operating system’s standards. On desktop platforms, this path can be overridden by setting the XDG_CONFIG_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_data_dir. Not to be confused with get_user_data_dir, which returns the project-specific user data path.

Returns an array of MIDI device names. The returned array will be empty if the system MIDI driver has not previously been initialised with open_midi_inputs. Note: This method is implemented on Linux, macOS and Windows.

The current screen index (starting from 0).

The current tablet driver in use.

Returns the currently used video driver, using one of the values from VideoDriver.

Returns the global user data directory according to the operating system’s standards. On desktop platforms, this path can be overridden by setting the XDG_DATA_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_config_dir. Not to be confused with get_user_data_dir, which returns the project-specific user data path.

Returns current date as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time).

Default Arguments
  • utc - false

Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time), hour, minute, second.

Default Arguments
  • utc - false

Gets a dictionary of time values corresponding to the given UNIX epoch time (in seconds). The returned Dictionary’s values will be the same as get_datetime, with the exception of Daylight Savings Time as it cannot be determined from the epoch.

Returns the total amount of dynamic memory used (only works in debug).

Returns the value of an environment variable. Returns an empty string if the environment variable doesn’t exist. Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.

Returns the path to the current engine executable.

The exit code passed to the OS when the main loop exits. 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: This value will be ignored if using SceneTree.quit with an exit_code argument passed.

With this function, you can get the list of dangerous permissions that have been granted to the Android application. Note: This method is implemented on Android.

Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string. MainLoop.NOTIFICATION_OS_IME_UPDATE is sent to the application to notify it of changes to the IME cursor position. Note: This method is implemented on macOS.

Returns the IME intermediate composition string. MainLoop.NOTIFICATION_OS_IME_UPDATE is sent to the application to notify it of changes to the IME composition string. Note: This method is implemented on macOS.

Returns the current latin keyboard variant as a String. Possible return values are: "QWERTY", "AZERTY", "QZERTY", "DVORAK", "NEO", "COLEMAK" or "ERROR". Note: This method is implemented on Linux, macOS and Windows. Returns "QWERTY" on unsupported platforms.

Returns the host OS locale as a string of the form language_Script_COUNTRY_VARIANT@extra. If you want only the language code and not the fully specified locale from the OS, you can use get_locale_language. language - 2 or 3-letter language code, in lower case. Script - optional, 4-letter script code, in title case. COUNTRY - optional, 2 or 3-letter country code, in upper case. VARIANT - optional, language variant, region and sort order. Variant can have any number of underscored keywords. extra - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information.

Returns the host OS locale’s 2 or 3-letter language code as a string which should be consistent on all platforms. This is equivalent to extracting the language part of the get_locale string. This can be used to narrow down fully specified locale strings to only the “common” language code, when you don’t need the additional information about country code or variants. For example, for a French Canadian user with fr_CA locale, this would return fr.

The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.

The maximum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0) to reset to the system default value.

The minimum size of the window in pixels (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0) to reset to the system’s default value. Note: By default, the project window has a minimum size of Vector2(64, 64). This prevents issues that can arise when the window is resized to a near-zero size.

Returns the model name of the current device. Note: This method is implemented on Android and iOS. Returns "GenericDevice" on unsupported platforms.

Returns the name of the host OS. Possible values are: "Android", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11".

Returns internal structure pointers for use in GDNative plugins. Note: This method is implemented on Linux and Windows (other OSs will soon be supported).

Returns the amount of battery left in the device as a percentage. Returns -1 if power state is unknown. Note: This method is implemented on Linux, macOS and Windows.

Returns an estimate of the time left in seconds before the device runs out of battery. Returns -1 if power state is unknown. Note: This method is implemented on Linux, macOS and Windows.

Returns the current state of the device regarding battery and power. See PowerState constants. Note: This method is implemented on Linux, macOS and Windows.

Returns the project’s process ID. Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

Returns the number of threads available on the host machine.

Returns the window size including decorations like window borders.

Returns the given scancode as a string (e.g. Return values: "Escape", "Shift+Escape"). See also InputEventKey.scancode and InputEventKey.get_scancode_with_modifiers.

Returns the number of displays attached to the host machine.

Sample code is GDScript unless otherwise noted.

Returns the dots per inch density of the specified screen. If screen is -1 (the default value), the current screen will be used. Note: On macOS, returned value is inaccurate if fractional display scaling mode is used. Note: On Android devices, the actual screen densities are grouped into six generalized densities:

   ldpi - 120 dpi
   mdpi - 160 dpi
   hdpi - 240 dpi
  xhdpi - 320 dpi
 xxhdpi - 480 dpi
xxxhdpi - 640 dpi

Note: This method is implemented on Android, Linux, macOS and Windows. Returns 72 on unsupported platforms.

Default Arguments
  • screen - -1

Return the greatest scale factor of all screens. Note: On macOS returned value is 2.0 if there is at least one hiDPI (Retina) screen in the system, and 1.0 in all other cases. Note: This method is implemented on macOS.

The current screen orientation.

Returns the position of the specified screen by index. If screen is -1 (the default value), the current screen will be used.

Default Arguments
  • screen - -1

Return the scale factor of the specified screen by index. If screen is -1 (the default value), the current screen will be used. Note: On macOS returned value is 2.0 for hiDPI (Retina) screen, and 1.0 for all other cases. Note: This method is implemented on macOS.

Default Arguments
  • screen - -1

Returns the dimensions in pixels of the specified screen. If screen is -1 (the default value), the current screen will be used.

Default Arguments
  • screen - -1

Returns the amount of time in milliseconds it took for the boot logo to appear.

Returns the maximum amount of static memory used (only works in debug).

Returns the amount of static memory being used by the program in bytes.

Returns the actual path to commonly used folders across different platforms. Available locations are specified in SystemDir. Note: This method is implemented on Android, Linux, macOS and Windows. Note: Shared storage is implemented on Android and allows to differentiate between app specific and shared directories. Shared directories have additional restrictions on Android.

Default Arguments
  • shared_storage - true

Returns the epoch time of the operating system in milliseconds.

Returns the epoch time of the operating system in seconds.

Returns the total number of available tablet drivers. Note: This method is implemented on Windows.

Returns the tablet driver name for the given index. Note: This method is implemented on Windows.

Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications. Note: Thread IDs are not deterministic and may be reused across application restarts.

Returns the amount of time passed in milliseconds since the engine started.

Returns the amount of time passed in microseconds since the engine started.

Returns current time as a dictionary of keys: hour, minute, second.

Default Arguments
  • utc - false

Returns the current time zone as a dictionary with the keys: bias and name.

Returns a string that is unique to the device. Note: This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by get_unique_id for security purposes. Note: Returns an empty string on HTML5 and UWP, as this method isn’t implemented on those platforms yet.

Returns the current UNIX epoch timestamp in seconds. Important: This is the system clock that the user can manually set. Never use this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. Always use get_ticks_usec or get_ticks_msec for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).

Gets an epoch time value from a dictionary of time values. datetime must be populated with the following keys: year, month, day, hour, minute, second. If the dictionary is empty 0 is returned. If some keys are omitted, they default to the equivalent values for the UNIX epoch timestamp 0 (1970-01-01 at 00:00:00 UTC). You can pass the output from get_datetime_from_unix_time directly into this function. Daylight Savings Time (dst), if present, is ignored.

Returns the absolute directory path where user data is written (user://). On Linux, this is ~/.local/share/godot/app_userdata/[project_name][project_name], or ~/.local/share/[custom_name][custom_name] if use_custom_user_dir is set. On macOS, this is ~/Library/Application Support/Godot/app_userdata/[project_name][project_name], or ~/Library/Application Support/[custom_name][custom_name] if use_custom_user_dir is set. On Windows, this is %APPDATA%\Godot\app_userdata\[project_name][project_name], or %APPDATA%\[custom_name][custom_name] if use_custom_user_dir is set. %APPDATA% expands to %USERPROFILE%\AppData\Roaming. If the project name is empty, user:// falls back to res://. Not to be confused with get_data_dir, which returns the global (non-project-specific) user data directory.

Returns the number of video drivers supported on the current platform.

Returns the name of the video driver matching the given driver index. This index is a value from VideoDriver, and you can use get_current_video_driver to get the current backend’s index.

Returns the on-screen keyboard’s height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.

If true, the window background is transparent and the window frame is removed. Use get_tree().get_root().set_transparent_background(true) to disable main viewport background rendering. Note: This property has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] setting is disabled. Note: This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can’t be changed at runtime for Android. Use [member ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at startup instead.

The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.

Returns unobscured area of the window where interactive controls should be rendered.

The size of the window (without counting window manager decorations).

Add a new item with text “label” to global menu. Use “_dock” menu to add item to the macOS dock icon menu. Note: This method is implemented on macOS.

Add a separator between items. Separators also occupy an index. Note: This method is implemented on macOS.

Clear the global menu, in effect removing all items. Note: This method is implemented on macOS.

Removes the item at index “idx” from the global menu. Note that the indexes of items after the removed item are going to be shifted by one. Note: This method is implemented on macOS.

Returns true if the environment variable with the name variable exists. Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.

Returns true if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you’re currently running a debug build, on a certain platform or arch, etc. Refer to the Feature Tags documentation for more details. Note: Tag names are case-sensitive.

Returns true if the device has a touchscreen or emulates one.

Returns true if the platform has a virtual keyboard, false otherwise.

Hides the virtual keyboard if it is shown, does nothing otherwise.

Returns true if the Godot binary used to run the project is a debug export template, or when running in the editor. Returns false if the Godot binary used to run the project is a release export template. To check whether the Godot binary used to run the project is an export template (debug or release), use OS.has_feature("standalone") instead.

If true, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.

If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.

If true, the engine tries to keep the screen on while the game is running. Useful on mobile.

Returns true if the OK button should appear on the left and Cancel on the right.

Returns true if the input scancode corresponds to a Unicode character.

Returns true if the engine was executed with -v (verbose stdout).

If true, the user:// file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the HTML5 platform, where this persistence may be unavailable.

If true, vertical synchronization (Vsync) is enabled.

If true and vsync_enabled is true, the operating system’s window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode. Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it. Note: This property is only implemented on Windows.

Returns true if the window should always be on top of other windows.

Returns true if the window is currently focused. Note: Only implemented on desktop platforms. On other platforms, it will always return true.

If true, the window is fullscreen.

If true, the window is maximized.

If true, the window is minimized.

If true, the window is resizable by the user.

Returns active keyboard layout index. Note: This method is implemented on Linux, macOS and Windows.

Returns the number of keyboard layouts. Note: This method is implemented on Linux, macOS and Windows.

Returns the ISO-639/BCP-47 language code of the keyboard layout at position index. Note: This method is implemented on Linux, macOS and Windows.

Returns the localized name of the keyboard layout at position index. Note: This method is implemented on Linux, macOS and Windows.

Sets active keyboard layout. Note: This method is implemented on Linux, macOS and Windows.

Kill (terminate) the process identified by the given process ID (pid), e.g. the one returned by execute in non-blocking mode. Note: This method can also be used to kill processes that were not spawned by the game. Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

Moves the window to the front. Note: This method is implemented on Linux, macOS and Windows.

Returns true if native video is playing. Note: This method is only implemented on iOS.

Pauses native video playback. Note: This method is only implemented on iOS.

Plays native video from the specified path, at the given volume and with audio and subtitle tracks. Note: This method is only implemented on iOS.

Stops native video playback. Note: This method is implemented on iOS.

Resumes native video playback. Note: This method is implemented on iOS.

Initialises the singleton for the system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.

Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in tofile.

Default Arguments
  • tofile - ""

Shows the list of loaded textures sorted by size in memory.

Shows the number of resources loaded by the game of the given types.

Shows all resources currently used by the game.

Default Arguments
  • short - false

Request the user attention to the window. It’ll flash the taskbar button on Windows or bounce the dock icon on OSX. Note: This method is implemented on Linux, macOS and Windows.

At the moment this function is only used by AudioDriverOpenSL to request permission for RECORD_AUDIO on Android.

With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications. Note: This method is implemented on Android.

If true, removes the window frame. Note: Setting window_borderless to false disables per-pixel transparency.

The clipboard from the host OS. Might be unavailable on some platforms.

The current screen index (starting from 0).

The current tablet driver in use.

If true, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.

Sets the value of the environment variable variable to value. The environment variable will be set for the Godot process and any process executed with execute after running set_environment. The environment variable will not persist to processes run after the Godot process was terminated. Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.

The exit code passed to the OS when the main loop exits. 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: This value will be ignored if using SceneTree.quit with an exit_code argument passed.

Sets the game’s icon using an Image resource. The same image is used for window caption, taskbar/dock and window selection dialog. Image is scaled as needed. Note: This method is implemented on HTML5, Linux, macOS and Windows.

Sets whether IME input mode should be enabled. If active IME handles key events before the application and creates an composition string and suggestion list. Application can retrieve the composition status by using get_ime_selection and get_ime_text functions. Completed composition string is committed when input is finished. Note: This method is implemented on Linux, macOS and Windows.

Sets position of IME suggestion list popup (in window coordinates). Note: This method is implemented on Linux, macOS and Windows.

If true, the engine tries to keep the screen on while the game is running. Useful on mobile.

If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.

The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.

The maximum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0) to reset to the system default value.

The minimum size of the window in pixels (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0) to reset to the system’s default value. Note: By default, the project window has a minimum size of Vector2(64, 64). This prevents issues that can arise when the window is resized to a near-zero size.

Sets the game’s icon using a multi-size platform-specific icon file (*.ico on Windows and *.icns on macOS). Appropriate size sub-icons are used for window caption, taskbar/dock and window selection dialog. Note: This method is implemented on macOS and Windows.

The current screen orientation.

Sets the name of the current thread.

Enables backup saves if enabled is true.

If true, vertical synchronization (Vsync) is enabled.

If true and vsync_enabled is true, the operating system’s window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode. Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it. Note: This property is only implemented on Windows.

Sets whether the window should always be on top. Note: This method is implemented on Linux, macOS and Windows.

If true, the window is fullscreen.

If true, the window is maximized.

If true, the window is minimized.

Sample code is GDScript unless otherwise noted.

Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior).

OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())

OS.set_window_mouse_passthrough($Polygon2D.polygon)

OS.set_window_mouse_passthrough([])

Note: On Windows, the portion of a window that lies outside the region is not drawn, while on Linux and macOS it is. Note: This method is implemented on Linux, macOS and Windows.

If true, the window background is transparent and the window frame is removed. Use get_tree().get_root().set_transparent_background(true) to disable main viewport background rendering. Note: This property has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] setting is disabled. Note: This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can’t be changed at runtime for Android. Use [member ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at startup instead.

The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.

If true, the window is resizable by the user.

The size of the window (without counting window manager decorations).

Sets the window title to the specified string. Note: This should be used sporadically. Don’t set this every frame, as that will negatively affect performance on some window managers. Note: This method is implemented on HTML5, Linux, macOS and Windows.

Requests the OS to open a resource with the most appropriate program. For example:

  • OS.shell_open("C:\\Users\name\Downloads") on Windows opens the file explorer at the user’s Downloads folder.
  • OS.shell_open("https://godotengine.org") opens the default web browser on the official Godot website.
  • OS.shell_open("mailto:example@example.com") opens the default email client with the “To” field set to example@example.com. See Customizing mailto: Links for a list of fields that can be added. Use ProjectSettings.globalize_path to convert a res:// or user:// path into a system path for use with this method. Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.

Shows the virtual keyboard if the platform has one. The existing_text parameter is useful for implementing your own LineEdit or TextEdit, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). The multiline parameter needs to be set to true to be able to enter multiple lines of text, as in TextEdit. Note: This method is implemented on Android, iOS and UWP.

Default Arguments
  • existing_text - ""
  • multiline - false

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
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 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.