A reference-counted relative or absolute path in a scene tree, for use with Node.get_node()
and similar
functions. It can reference a node, a resource within a node, or a property of a node or
resource.
"Path2D/PathFollow2D/Sprite:texture:size"
would refer to the size property of the texture
resource on the node named “Sprite” which is a child of the other named nodes in the path.
Note that if you want to get a resource, you must end the path with a colon,
otherwise the last element will be used as a property name.
If a string is passed to Node.get_node()
, it will be automatically converted to a NodePath
,
but NodePath
can be parsed ahead of time with NodePath::from_str()
or NodePath::from_godot_string()
.
A NodePath
consists of node names, “subnode” (resource) names, and the name of a property in
the final node or resource.
Create a NodePath
from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size"
.
A path is absolute if it starts with a slash. Absolute paths are only valid in the
global scene tree, not within individual scenes. In a relative path, "."
and ".."
indicate the current node and its parent.
Create a NodePath
from a GodotString.
Returns true
if the node path is empty.
Returns true
if the node path is absolute.
Returns the resource name of the specified idx
, 0 to subname_count()
Returns the number of resource names in the path.
Returns the NodePath
as a GodotString
Returns the NodePath
as a String
Formats the value using the given formatter. Read more
Executes the destructor for this type. Read more
This method tests for self
and other
values to be equal, and is used by ==
. Read more
This method tests for !=
.