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GodotSceneTreePlugin

Struct GodotSceneTreePlugin 

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pub struct GodotSceneTreePlugin {
    pub auto_despawn_children: bool,
}
Expand description

Unified scene tree plugin that provides:

  • SceneTreeRef for accessing the Godot scene tree
  • Scene tree messages (NodeAdded, NodeRemoved, NodeRenamed)
  • Automatic entity creation and mirroring for scene tree nodes
  • Custom GodotChildOf/GodotChildren relationship for scene tree hierarchy

This plugin is always included in the core plugins and provides complete scene tree integration out of the box.

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§auto_despawn_children: bool

When true, despawning a parent entity will automatically despawn all children via the GodotChildren on_despawn hook.

Set to false if you want to manually manage entity lifetimes independently of the Godot scene tree (e.g., for object pooling or entities that outlive their nodes).

ProtectedNodeEntity children are never despawned automatically.

Trait Implementations§

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impl Default for GodotSceneTreePlugin

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Plugin for GodotSceneTreePlugin

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, _app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

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