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

core singleton class ARVRServer inherits Object (manually managed).

This class has related types in the arvr_server 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

ARVRServer 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 ARVRServer

Constants

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pub const RESET_FULL_ROTATION: i64 = 0i64

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pub const RESET_BUT_KEEP_TILT: i64 = 1i64

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pub const TRACKER_CONTROLLER: i64 = 1i64

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pub const DONT_RESET_ROTATION: i64 = 2i64

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pub const TRACKER_BASESTATION: i64 = 2i64

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pub const TRACKER_ANCHOR: i64 = 4i64

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pub const TRACKER_ANY_KNOWN: i64 = 127i64

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pub const TRACKER_UNKNOWN: i64 = 128i64

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pub const TRACKER_ANY: i64 = 255i64

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impl ARVRServer

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pub fn godot_singleton() -> &'static Self

Returns a reference to the singleton instance.

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pub fn add_interface(&self, interface: impl AsArg<ARVRInterface>)

Registers an ARVRInterface object.

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pub fn add_tracker(&self, tracker: impl AsArg<ARVRPositionalTracker>)

Registers a new ARVRPositionalTracker that tracks a spatial location in real space.

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pub fn center_on_hmd(&self, rotation_mode: i64, keep_height: bool)

This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently. For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world. For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it’s often the location of the tracking camera. This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player’s current position in the game world. For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game. You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.

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pub fn clear_primary_interface_if(&self, interface: impl AsArg<ARVRInterface>)

Clears our current primary interface if it is set to the provided interface.

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pub fn find_interface(
    &self,
    name: impl Into<GodotString>
) -> Option<Ref<ARVRInterface, Shared>>

Finds an interface by its name. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.

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pub fn get_hmd_transform(&self) -> Transform

Returns the primary interface’s transformation.

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pub fn get_interface(&self, idx: i64) -> Option<Ref<ARVRInterface, Shared>>

Returns the interface registered at a given index in our list of interfaces.

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pub fn get_interface_count(&self) -> i64

Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns true.

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pub fn get_interfaces(&self) -> VariantArray

Returns a list of available interfaces the ID and name of each interface.

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pub fn get_last_commit_usec(&self) -> i64

Returns the absolute timestamp (in μs) of the last ARVRServer commit of the AR/VR eyes to VisualServer. The value comes from an internal call to OS.get_ticks_usec.

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pub fn get_last_frame_usec(&self) -> i64

Returns the duration (in μs) of the last frame. This is computed as the difference between get_last_commit_usec and get_last_process_usec when committing.

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pub fn get_last_process_usec(&self) -> i64

Returns the absolute timestamp (in μs) of the last ARVRServer process callback. The value comes from an internal call to OS.get_ticks_usec.

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pub fn primary_interface(&self) -> Option<Ref<ARVRInterface, Shared>>

The primary ARVRInterface currently bound to the ARVRServer.

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pub fn get_reference_frame(&self) -> Transform

Returns the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.

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pub fn get_tracker(&self, idx: i64) -> Option<Ref<ARVRPositionalTracker, Shared>>

Returns the positional tracker at the given ID.

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pub fn get_tracker_count(&self) -> i64

Returns the number of trackers currently registered.

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pub fn world_scale(&self) -> f64

Allows you to adjust the scale to your game’s units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.

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pub fn remove_interface(&self, interface: impl AsArg<ARVRInterface>)

Removes this interface.

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pub fn remove_tracker(&self, tracker: impl AsArg<ARVRPositionalTracker>)

Removes this positional tracker.

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pub fn set_primary_interface(&self, interface: impl AsArg<ARVRInterface>)

The primary ARVRInterface currently bound to the ARVRServer.

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pub fn set_world_scale(&self, world_scale: f64)

Allows you to adjust the scale to your game’s units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.

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 ARVRServer

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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 ARVRServer

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type Target = Object

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

Dereferences the value.
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impl DerefMut for ARVRServer

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

Mutably dereferences the value.
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impl GodotObject for ARVRServer

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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 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 Sealed for ARVRServer

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impl Send for ARVRServer

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impl SubClass<Object> for ARVRServer

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impl Sync for ARVRServer

Auto Trait 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,