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

core class Environment inherits Resource (reference-counted).

This class has related types in the environment 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

Environment 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 global brightness value of the rendered scene. Effective only if adjustment_enabled is true.

Applies the provided Texture resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled is true.

The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

The ambient light’s Color.

The ambient light’s energy. The higher the value, the stronger the light.

Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky’s light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.

The background mode. See [BGMode][BGMode] for possible values.

The Color displayed for clear areas of the scene. Only effective when using the BG_COLOR or BG_COLOR_SKY background modes).

The power of the light emitted by the background.

The ID of the camera feed to show in the background.

The maximum layer ID to display. Only effective when using the BG_CANVAS background mode.

The amount of far blur for the depth-of-field effect.

The distance from the camera where the far blur effect affects the rendering.

The depth-of-field far blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.

The length of the transition between the no-blur area and far blur.

The amount of near blur for the depth-of-field effect.

Distance from the camera where the near blur effect affects the rendering.

The depth-of-field near blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.

The length of the transition between the near blur and no-blur area.

The fog’s Color.

The fog’s depth starting distance from the camera.

The fog depth’s intensity curve. A number of presets are available in the Inspector by right-clicking the curve.

The fog’s depth end distance from the camera. If this value is set to 0, it will be equal to the current camera’s [Camera.far][Camera::far] value.

The height fog’s intensity. A number of presets are available in the Inspector by right-clicking the curve.

The Y coordinate where the height fog will be the most intense. If this value is greater than fog_height_min, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.

The Y coordinate where the height fog will be the least intense. If this value is greater than fog_height_max, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.

The intensity of the depth fog color transition when looking towards the sun. The sun’s direction is determined automatically using the DirectionalLight node in the scene.

The depth fog’s Color when looking towards the sun.

The intensity of the fog light transmittance effect. Amount of light that the fog transmits.

The glow blending mode.

The bloom’s intensity. If set to a value higher than 0, this will make glow visible in areas darker than the [glow_hdr_threshold][Self::glow_hdr_threshold].

The bleed scale of the HDR glow.

The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn’t support HDR), this needs to be below 1.0 for glow to be visible. A value of 0.9 works well in this case.

The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.

The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.

The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.

The Sky resource defined as background.

The Sky resource’s custom field of view.

The Sky resource’s rotation expressed as a Basis.

The Sky resource’s rotation expressed as Euler angles in radians.

The Sky resource’s rotation expressed as Euler angles in degrees.

The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than 0 will make the SSAO effect visible in areas darkened by AO textures.

The screen-space ambient occlusion bias. This should be kept high enough to prevent “smooth” curves from being affected by ambient occlusion.

The screen-space ambient occlusion blur quality. See [SSAOBlur][SSAOBlur] for possible values.

The screen-space ambient occlusion color.

The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can’t be seen in direct light. Values higher than 0 will make the SSAO effect visible in direct light.

The screen-space ambient occlusion edge sharpness.

The primary screen-space ambient occlusion intensity. See also ssao_radius.

The secondary screen-space ambient occlusion intensity. See also ssao_radius2.

The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.

The primary screen-space ambient occlusion radius.

The secondary screen-space ambient occlusion radius. If set to a value higher than 0, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect’s appearance (at the cost of performance).

The depth tolerance for screen-space reflections.

The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).

The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the “global” reflection.

The maximum number of steps for screen-space reflections. Higher values are slower.

If true, enables the tonemapping auto exposure mode of the scene renderer. If true, the renderer will automatically determine the exposure setting to adapt to the scene’s illumination and the observed light.

The scale of the auto exposure effect. Affects the intensity of auto exposure.

The maximum luminance value for the auto exposure.

The minimum luminance value for the auto exposure.

The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.

The default exposure used for tonemapping.

The white reference value for tonemapping. Only effective if the [tonemap_mode][Self::tonemap_mode] isn’t set to TONE_MAPPER_LINEAR.

The tonemapping mode to use. Tonemapping is the process that “converts” HDR values to be suitable for rendering on a LDR display. (Godot doesn’t support rendering on HDR displays yet.)

If true, enables the adjustment_* properties provided by this resource. If false, modifications to the adjustment_* properties will have no effect on the rendered scene.

If true, enables the depth-of-field far blur effect.

If true, enables the depth-of-field near blur effect.

If true, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).

If true, fog effects are enabled. [fog_height_enabled][Self::fog_height_enabled] and/or [fog_depth_enabled][Self::fog_depth_enabled] must be set to true to actually display fog.

If true, the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate “deep water” effects with a lower performance cost compared to a dedicated shader.

Enables fog’s light transmission effect. If true, light will be more visible in the fog to simulate light scattering as in real life.

Smooths out the blockiness created by sampling higher levels, at the cost of performance. Note: When using the GLES2 renderer, this is only available if the GPU supports the GL_EXT_gpu_shader4 extension.

If true, the glow effect is enabled.

Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.

If true, the 7th level of glow is enabled. This is the most “global” level (blurriest).

If true, the screen-space ambient occlusion effect is enabled. This darkens objects’ corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.

If true, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from GIProbes or ReflectionProbes, but are slower and can’t reflect surfaces occluded by others.

If true, screen-space reflections will take the material roughness into account.

The global brightness value of the rendered scene. Effective only if adjustment_enabled is true.

Applies the provided Texture resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled is true.

The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

If true, enables the adjustment_* properties provided by this resource. If false, modifications to the adjustment_* properties will have no effect on the rendered scene.

The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled is true.

The ambient light’s Color.

The ambient light’s energy. The higher the value, the stronger the light.

Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky’s light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.

The background mode. See [BGMode][BGMode] for possible values.

The Color displayed for clear areas of the scene. Only effective when using the BG_COLOR or BG_COLOR_SKY background modes).

The power of the light emitted by the background.

The ID of the camera feed to show in the background.

The maximum layer ID to display. Only effective when using the BG_CANVAS background mode.

The amount of far blur for the depth-of-field effect.

The distance from the camera where the far blur effect affects the rendering.

If true, enables the depth-of-field far blur effect.

The depth-of-field far blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.

The length of the transition between the no-blur area and far blur.

The amount of near blur for the depth-of-field effect.

Distance from the camera where the near blur effect affects the rendering.

If true, enables the depth-of-field near blur effect.

The depth-of-field near blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.

The length of the transition between the near blur and no-blur area.

The fog’s Color.

The fog’s depth starting distance from the camera.

The fog depth’s intensity curve. A number of presets are available in the Inspector by right-clicking the curve.

If true, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).

The fog’s depth end distance from the camera. If this value is set to 0, it will be equal to the current camera’s [Camera.far][Camera::far] value.

If true, fog effects are enabled. [fog_height_enabled][Self::fog_height_enabled] and/or [fog_depth_enabled][Self::fog_depth_enabled] must be set to true to actually display fog.

The height fog’s intensity. A number of presets are available in the Inspector by right-clicking the curve.

If true, the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate “deep water” effects with a lower performance cost compared to a dedicated shader.

The Y coordinate where the height fog will be the most intense. If this value is greater than fog_height_min, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.

The Y coordinate where the height fog will be the least intense. If this value is greater than fog_height_max, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.

The intensity of the depth fog color transition when looking towards the sun. The sun’s direction is determined automatically using the DirectionalLight node in the scene.

The depth fog’s Color when looking towards the sun.

The intensity of the fog light transmittance effect. Amount of light that the fog transmits.

Enables fog’s light transmission effect. If true, light will be more visible in the fog to simulate light scattering as in real life.

Smooths out the blockiness created by sampling higher levels, at the cost of performance. Note: When using the GLES2 renderer, this is only available if the GPU supports the GL_EXT_gpu_shader4 extension.

The glow blending mode.

The bloom’s intensity. If set to a value higher than 0, this will make glow visible in areas darker than the [glow_hdr_threshold][Self::glow_hdr_threshold].

If true, the glow effect is enabled.

The bleed scale of the HDR glow.

The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn’t support HDR), this needs to be below 1.0 for glow to be visible. A value of 0.9 works well in this case.

The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.

Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.

The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.

If true, the 7th level of glow is enabled. This is the most “global” level (blurriest).

The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.

The Sky resource defined as background.

The Sky resource’s custom field of view.

The Sky resource’s rotation expressed as a Basis.

The Sky resource’s rotation expressed as Euler angles in radians.

The Sky resource’s rotation expressed as Euler angles in degrees.

The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than 0 will make the SSAO effect visible in areas darkened by AO textures.

The screen-space ambient occlusion bias. This should be kept high enough to prevent “smooth” curves from being affected by ambient occlusion.

The screen-space ambient occlusion blur quality. See [SSAOBlur][SSAOBlur] for possible values.

The screen-space ambient occlusion color.

The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can’t be seen in direct light. Values higher than 0 will make the SSAO effect visible in direct light.

The screen-space ambient occlusion edge sharpness.

If true, the screen-space ambient occlusion effect is enabled. This darkens objects’ corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.

The primary screen-space ambient occlusion intensity. See also ssao_radius.

The secondary screen-space ambient occlusion intensity. See also ssao_radius2.

The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.

The primary screen-space ambient occlusion radius.

The secondary screen-space ambient occlusion radius. If set to a value higher than 0, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect’s appearance (at the cost of performance).

The depth tolerance for screen-space reflections.

If true, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from GIProbes or ReflectionProbes, but are slower and can’t reflect surfaces occluded by others.

The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).

The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the “global” reflection.

The maximum number of steps for screen-space reflections. Higher values are slower.

If true, screen-space reflections will take the material roughness into account.

If true, enables the tonemapping auto exposure mode of the scene renderer. If true, the renderer will automatically determine the exposure setting to adapt to the scene’s illumination and the observed light.

The scale of the auto exposure effect. Affects the intensity of auto exposure.

The maximum luminance value for the auto exposure.

The minimum luminance value for the auto exposure.

The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.

The default exposure used for tonemapping.

The white reference value for tonemapping. Only effective if the [tonemap_mode][Self::tonemap_mode] isn’t set to TONE_MAPPER_LINEAR.

The tonemapping mode to use. Tonemapping is the process that “converts” HDR values to be suitable for rendering on a LDR display. (Godot doesn’t support rendering on HDR displays yet.)

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.