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About

  • Introduction
    • Before you start
    • About Godot Engine
    • Organization of the documentation
    • About this documentation
  • Frequently asked questions
    • What can I do with Godot? How much does it cost? What are the license terms?
    • Which platforms are supported by Godot?
    • Which programming languages are supported in Godot?
    • What is GDScript and why should I use it?
    • What were the motivations behind creating GDScript?
    • What 3D model formats does Godot support?
    • Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
    • How do I install the Godot editor on my system (for desktop integration)?
      • Windows
      • macOS
      • Linux
    • Is the Godot editor a portable application?
    • Why does Godot use Vulkan or OpenGL instead of Direct3D?
    • Why does Godot aim to keep its core feature set small?
    • How should assets be created to handle multiple resolutions and aspect ratios?
    • How can I extend Godot?
    • When is the next release of Godot out?
    • Which Godot version should I use for a new project?
    • Should I upgrade my project to use new Godot versions?
    • I would like to contribute! How can I get started?
    • I have a great idea for Godot. How can I share it?
    • Is it possible to use Godot to create non-game applications?
    • Is it possible to use Godot as a library?
    • What user interface toolkit does Godot use?
    • Why does Godot use the SCons build system?
    • Why does Godot not use STL (Standard Template Library)?
    • Why does Godot not use exceptions?
    • Why does Godot not enforce RTTI?
    • Does Godot use an ECS (Entity Component System)?
    • Why does Godot not force users to implement DOD (Data-Oriented Design)?
    • How can I support Godot development or contribute?
    • Who is working on Godot? How can I contact you?
  • Troubleshooting
    • The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
    • The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
    • The editor or project takes a very long time to start
    • The Godot editor appears frozen after clicking the system console
    • The Godot editor's macOS dock icon gets duplicated every time it is manually moved
    • Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
    • The editor or project appears overly sharp or blurry
    • The editor or project appears to have washed out colors
    • The editor/project freezes or displays glitched visuals after resuming the PC from suspend
    • The project works when run from the editor, but fails to load some files when running from an exported copy
  • List of features
    • Platforms
    • Editor
    • Rendering
    • 2D graphics
    • 2D tools
    • 2D physics
    • 3D graphics
    • 3D tools
    • 3D physics
    • Shaders
    • Scripting
    • Audio
    • Import
    • Input
    • Navigation
    • Networking
    • Internationalization
    • Windowing and OS integration
    • Mobile
    • XR support (AR and VR)
    • GUI system
    • Animation
    • File formats
    • Miscellaneous
  • Documentation changelog
    • New pages since version 4.0
      • Development
      • Migrating
      • Physics
    • New pages since version 3.6
      • 2D
      • 3D
      • Animation
      • Assets pipeline
      • Development
      • Migrating
      • Physics
      • Scripting
      • Shaders
      • Workflow
      • XR
    • New pages since version 3.5
    • New pages since version 3.4
      • 3D
      • Animation
      • Editor
    • New pages since version 3.3
      • C++
      • GDScript
    • New pages since version 3.2
      • 3D
      • About
      • Best practices
      • Community
      • Development
      • Editor
      • Export
      • Input
      • Math
      • Platform-specific
      • Physics
      • Shaders
      • Scripting
      • User Interface (UI)
    • New pages since version 3.1
      • Project workflow
      • 2D
      • Audio
      • Math
      • Inputs
      • Internationalization
      • Shading
      • Networking
      • Plugins
      • Multi-threading
      • Creating content
      • Optimization
      • Legal
    • New pages since version 3.0
      • Step by step
      • Scripting
      • Project workflow
      • 2D
      • 3D
      • Physics
      • Animation
      • GUI
      • Viewports
      • Shading
      • Plugins
      • Platform-specific
      • Multi-threading
      • Creating content
      • Miscellaneous
      • Compiling
      • Engine development
  • Godot release policy
    • Godot versioning
    • Release support timeline
    • Which version should I use for a new project?
    • Should I upgrade my project to use new engine versions?
    • When is the next release out?
    • What are the criteria for compatibility across engine versions?
  • Complying with licenses
    • What are licenses?
    • Requirements
    • Inclusion
      • Credits screen
      • Licenses screen
      • Output log
      • Accompanying file
      • Printed manual
      • Link to the license
    • Third-party licenses
      • FreeType
      • ENet
      • mbed TLS

Getting started

  • Introduction
    • Introduction to Godot
      • What is Godot?
      • What can the engine do?
      • How does it work and look?
      • Programming languages
      • What do I need to know to use Godot?
    • Overview of Godot's key concepts
      • Scenes
      • Nodes
      • The scene tree
      • Signals
      • Summary
    • First look at Godot's editor
      • The Project Manager
      • First look at Godot's editor
      • The four main screens
      • Integrated class reference
    • Learning new features
      • Making the most of this manual
      • Learning to think like a programmer
      • Learning with the community
      • Community tutorials
    • Godot's design philosophy
      • Object-oriented design and composition
      • All-inclusive package
      • Open source
      • Community-driven
      • The Godot editor is a Godot game
      • Separate 2D and 3D engines
  • Step by step
    • Nodes and Scenes
      • Nodes
      • Scenes
      • Creating your first scene
      • Changing a node's properties
      • Running the scene
      • Setting the main scene
    • Creating instances
      • In practice
      • Editing scenes and instances
      • Scene instances as a design language
      • Summary
    • Scripting languages
      • Available scripting languages
      • Which language should I use?
        • GDScript
        • .NET / C#
        • C++ via GDExtension
      • Summary
    • Creating your first script
      • Project setup
      • Creating a new script
      • Hello, world!
      • Turning around
        • Moving forward
      • Complete script
    • Listening to player input
      • Moving when pressing "up"
      • Complete script
      • Summary
    • Using signals
      • Scene setup
      • Connecting a signal in the editor
      • Connecting a signal via code
      • Complete script
      • Custom signals
      • Summary
  • Your first 2D game
    • Prerequisites
    • Contents
      • Setting up the project
        • Organizing the project
      • Creating the player scene
        • Node structure
        • Sprite animation
      • Coding the player
        • Choosing animations
        • Preparing for collisions
      • Creating the enemy
        • Node setup
        • Enemy script
      • The main game scene
        • Spawning mobs
        • Main script
        • Testing the scene
      • Heads up display
        • ScoreLabel
        • Message
        • StartButton
        • Connecting HUD to Main
        • Removing old creeps
      • Finishing up
        • Background
        • Sound effects
        • Keyboard shortcut
  • Your first 3D game
    • Contents
      • Setting up the game area
        • Setting up the playable area
      • Player scene and input actions
        • Creating input actions
      • Moving the player with code
        • Testing our player's movement
      • Designing the mob scene
        • Removing monsters off-screen
      • Spawning monsters
        • Creating the spawn path
        • Spawning monsters randomly
      • Jumping and squashing monsters
        • Controlling physics interactions
        • Jumping
        • Squashing monsters
      • Killing the player
        • Hitbox with the Area node
        • Ending the game
        • Code checkpoint
      • Score and replay
        • Creating a UI theme
        • Keeping track of the score
        • Retrying the game
        • Adding music
      • Character animation
        • Using the animation editor
        • The float animation
        • Animating the mobs
      • Going further
        • Exploring the manual

Manual

  • Best practices
    • Introduction
    • Applying object-oriented principles in Godot
      • How scripts work in the engine
      • Scenes
    • Scene organization
      • How to build relationships effectively
      • Choosing a node tree structure
    • When to use scenes versus scripts
      • Anonymous types
      • Named types
      • Performance of Script vs PackedScene
      • Conclusion
    • Autoloads versus regular nodes
      • The cutting audio issue
      • Managing shared functionality or data
      • When you should use an Autoload
    • When and how to avoid using nodes for everything
    • Godot interfaces
      • Acquiring object references
      • Accessing data or logic from an object
    • Godot notifications
      • _process vs. _physics_process vs. *_input
      • _init vs. initialization vs. export
      • _ready vs. _enter_tree vs. NOTIFICATION_PARENTED
    • Data preferences
      • Array vs. Dictionary vs. Object
      • Enumerations: int vs. string
      • AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree
    • Logic preferences
      • Adding nodes and changing properties: which first?
      • Loading vs. preloading
      • Large levels: static vs. dynamic
    • Project organization
      • Introduction
      • Organization
      • Style guide
      • Importing
        • Ignoring specific folders
      • Case sensitivity
    • Version control systems
      • Introduction
      • Version control plugins
        • Official Git plugin
      • Files to exclude from VCS
      • Working with Git on Windows
  • Editor introduction
    • Editor's interface
      • Using the Project Manager
        • Creating and importing projects
        • Opening and importing projects
        • Downloading demos and templates
      • The Inspector
        • Overview of the interface
      • Project Settings
      • Default editor shortcuts
        • General Editor Actions
        • 2D / Canvas Item Editor
        • 3D / Spatial Editor
        • Text Editor
        • Script Editor
        • Editor Output
        • Debugger
        • File Dialog
        • FileSystem Dock
        • Scene Tree Dock
        • Animation Track Editor
        • Tile Map Editor
        • Tileset Editor
      • Customizing the interface
        • Moving and resizing docks
        • Splitting the script or shader editor to its own window
        • Customizing editor layouts
        • Customizing editor settings
    • Android editor
      • Using the Android editor
        • Android devices support
        • Required Permissions
        • Limitations & known issues
    • Web editor
      • Using the Web editor
        • Browser support
        • Limitations
        • Importing a project
        • Editing and running a project
        • Where are my project files?
    • Advanced features
      • Command line tutorial
        • Command line reference
        • Path
        • Setting the project path
        • Creating a project
        • Running the editor
        • Erasing a scene
        • Running the game
        • Debugging
        • Exporting
        • Running a script
      • Using an external text editor
        • Using External Editor in Debugger
        • Official editor plugins
    • Managing editor features
      • Managing editor features
        • Introduction
        • Creating a profile
        • Sharing a profile
  • Migrating to a new version
    • Upgrading from Godot 3 to Godot 4
      • Should I upgrade to Godot 4?
        • Advantages of upgrading
        • Disadvantages of upgrading
        • Caveats of upgrading
      • Preparing before the upgrade (optional)
      • Running the project upgrade tool
        • Using the Project Manager
        • Using the command line
      • Fixing the project after running the project upgrade tool
        • Automatically renamed nodes and resources
        • Manually renaming methods, properties, signals and constants
        • Checking project settings
        • Checking Environment settings
        • Updating shaders
        • Updating scripts to take backwards-incompatible changes into account
        • ArrayMesh resource compatibility breakage
      • List of automatically renamed methods, properties, signals and constants
      • Porting editor settings
    • Upgrading from Godot 4.0 to Godot 4.1
      • Breaking changes
        • Core
        • Animation
        • 2D nodes
        • 3D nodes
        • GUI nodes
        • Physics
        • Rendering
        • Navigation
        • Networking
        • Editor plugins
      • Behavior changes
      • Updating your GDExtension for 4.1
  • 2D
    • Canvas layers
      • Viewport and Canvas items
      • CanvasLayers
    • Viewport and canvas transforms
      • Introduction
      • Canvas transform
      • Global canvas transform
      • Stretch transform
      • Window transform
      • Transform order
      • Transform functions
      • Feeding custom input events
    • Rendering
      • 2D lights and shadows
        • Introduction
        • Nodes
        • Point lights
        • Directional light
        • Common light properties
        • Setting up shadows
        • Normal and specular maps
        • Using additive sprites as a faster alternative to 2D lights
      • 2D meshes
        • Introduction
        • Optimizing pixels drawn
        • Converting Sprite2Ds to 2D meshes
      • 2D sprite animation
        • Introduction
        • Individual images with AnimatedSprite2D
        • Sprite sheet with AnimatedSprite2D
        • Sprite sheet with AnimationPlayer
        • Summary
      • 2D particle systems
        • Intro
        • Time parameters
        • Drawing parameters
        • ParticleProcessMaterial settings
        • Emission Shapes
      • 2D antialiasing
        • Introduction
        • Antialiasing property in Line2D and custom drawing
        • Multisample antialiasing (MSAA)
      • Custom drawing in 2D
        • Introduction
        • Drawing
        • Updating
        • Coordinates
        • An example: drawing circular arcs
        • Tools
    • Physics and movement
      • 2D movement overview
        • Introduction
        • Setup
        • 8-way movement
        • Rotation + movement
        • Rotation + movement (mouse)
        • Click-and-move
        • Summary
    • Tools
      • Using TileSets
        • Introduction
        • Creating a new TileSet
        • Merging several atlases into a single atlas
        • Adding collision, navigation and occlusion to the TileSet
        • Assigning custom metadata to the TileSet's tiles
        • Creating terrain sets (autotiling)
        • Assigning properties to multiple tiles at once
        • Creating alternative tiles
      • Using TileMaps
        • Introduction
        • Specifying the TileSet in the TileMap
        • Creating TileMap layers
        • Opening the TileMap editor
        • Selecting tiles to use for painting
        • Painting modes and tools
        • Painting randomly using scattering
        • Saving and loading premade tile placements using patterns
        • Handling tile connections automatically using terrains
        • Handling missing tiles
  • 3D
    • Introduction to 3D
      • Node3D node
      • 3D content
        • Manually authored models (using 3D modeling software)
        • Generated geometry
        • Immediate geometry
        • 2D in 3D
      • Environment
      • 3D viewport
        • Coordinate system
        • Space and manipulation gizmos
        • View menu
        • Default environment
        • Cameras
        • Lights
    • Using 3D transforms
      • Introduction
      • Problems of Euler angles
        • Axis order
        • Interpolation
        • Say no to Euler angles
      • Introducing transforms
        • Manipulating transforms
        • Precision errors
        • Obtaining information
        • Setting information
        • Interpolating with quaternions
      • Transforms are your friend
    • Procedural geometry
      • Using the ArrayMesh
        • Setting up the ArrayMesh
        • Generating geometry
        • Saving
      • Using the MeshDataTool
      • Using the SurfaceTool
      • Using ImmediateMesh
      • What is geometry?
      • What is a Mesh?
      • What a Mesh is
        • Surfaces
        • Surface array
      • Tools
        • ArrayMesh
        • MeshDataTool
        • SurfaceTool
        • ImmediateMesh
      • Which one should I use?
    • 3D text
      • Introduction
      • Label3D
        • Advantages
        • Limitations
      • TextMesh
        • Advantages
        • Limitations
      • Projected Label node (or any other Control)
        • Advantages
        • Limitations
      • Should I use Label3D, TextMesh or a projected Control?
    • Rendering
      • 3D rendering limitations
        • Introduction
        • Texture size limits
        • Color banding
        • Depth buffer precision
        • Transparency sorting
        • Multi-sample antialiasing
      • Standard Material 3D and ORM Material 3D
        • Introduction
        • BaseMaterial 3D settings
        • Transparency
        • Shading
        • Vertex Color
        • Albedo
        • Metallic
        • Roughness
        • Emission
        • Normal map
        • Rim
        • Clearcoat
        • Anisotropy
        • Ambient Occlusion
        • Height
        • Subsurface Scattering
        • Back Lighting
        • Refraction
        • Detail
        • UV1 and UV2
        • Sampling
        • Shadows
        • Billboard
        • Grow
        • Transform
        • Proximity and Distance Fade
        • Material Settings
        • Render priority
        • Next Pass
      • 3D lights and shadows
        • Introduction
        • Light nodes
        • Light number limits
        • Directional light
        • Omni light
        • Spot light
        • Shadow atlas
        • Balancing performance and quality
      • Using decals
        • Use cases
        • Quick start guide
        • Decal node properties
        • Tweaking performance and quality
        • Limitations
      • Physical light and camera units
        • Why use physical light and camera units?
        • Setting up physical light units
        • Setting up physical camera units
      • Particle systems (3D)
        • Introduction
        • Basic usage
        • Advanced topics
      • High dynamic range lighting
        • Introduction
        • Computer displays
        • Scene linear & asset pipelines
        • Parameters of HDR
      • Global illumination
        • Introduction to global illumination
        • Using Voxel global illumination
        • Signed distance field global illumination (SDFGI)
        • Using Lightmap global illumination
        • Reflection probes
        • Faking global illumination
      • Environment and post-processing
        • Environment
        • Camera attributes
        • Environment options
        • Mid- and post-processing effects
        • Camera attribute options
      • Volumetric fog and fog volumes
        • Volumetric fog properties
        • Light interaction with volumetric fog
        • Using volumetric fog as a volumetric lighting solution
        • Balancing performance and quality
        • Using fog volumes for local volumetric fog
        • FogVolume properties
        • Custom FogVolume shaders
        • Faking volumetric fog using quads
      • 3D antialiasing
        • Introduction
        • Multisample antialiasing (MSAA)
        • Temporal antialiasing (TAA)
        • Fast approximate antialiasing (FXAA)
        • Supersample antialiasing (SSAA)
        • Screen-space roughness limiter
        • Texture roughness limiter on import
        • Which antialiasing technique should I use?
    • Optimization
      • Using MultiMeshInstance3D
        • Introduction
        • Setting up the nodes
        • MultiMesh settings
      • Mesh level of detail (LOD)
        • Introduction
        • Visual comparison
        • Generating mesh LOD
        • Comparing mesh LOD visuals and performance
        • Configuring mesh LOD performance and quality
        • Using mesh LOD with MultiMesh and particles
      • Visibility ranges (HLOD)
        • How it works
        • Setting up visibility range
        • Visibility range properties
        • Configuration tips
      • Occlusion culling
        • Why use occlusion culling
        • How occlusion culling works in Godot
        • Setting up occlusion culling
        • Previewing occlusion culling
        • Performance considerations
        • Troubleshooting
      • Resolution scaling
        • Why use resolution scaling?
        • Resolution scaling options
        • Troubleshooting
      • Variable rate shading
        • What is variable rate shading?
        • Hardware support
        • Using variable rate shading in Godot
    • Tools
      • Prototyping levels with CSG
        • Introduction to CSG nodes
        • Prototyping a level
        • Using prototype textures
        • Exporting as glTF
      • Using GridMaps
        • Introduction
        • Example project
        • Creating a MeshLibrary
        • Collisions
        • Materials
        • NavigationMeshes
        • Exporting the MeshLibrary
        • Using GridMap
        • Using GridMap in code
  • Animation
    • Introduction to the animation features
      • Create an AnimationPlayer node
      • Computer animation relies on keyframes
      • Tutorial: Creating a simple animation
        • Scene setup
        • Adding an animation
        • Manage an animation libraries
        • Adding a track
        • The second keyframe
        • Run the animation
        • Back and forth
        • Track settings
      • Keyframes for other properties
      • Edit keyframes
      • Using RESET tracks
    • Animation Track types
      • Property Track
      • Position 3D / Rotation 3D / Scale 3D Track
      • Blend Shape Track
      • Call Method Track
      • Bezier Curve Track
      • Audio Playback Track
      • Animation Playback Track
    • Cutout animation
      • What is it?
      • Cutout animation in Godot
      • Making of GBot
      • Setting up the rig
      • Adjusting the pivot
      • RemoteTransform2D node
      • Completing the skeleton
      • Skeletons
      • IK chains
      • Animation tips
        • Setting keyframes and excluding properties
      • Creating a rest pose
      • Modifying rotation only
      • Keyframing IK chains
      • Visually move a sprite behind its parent
      • Setting easing curves for multiple keys
      • 2D Skeletal deform
    • 2D skeletons
      • Introduction
      • Setup
      • Creating the polygons
      • Creating the skeleton
      • Deforming the polygons
      • Internal vertices
    • Using AnimationTree
      • Introduction
      • Creating an AnimationTree
      • Creating a tree
      • Blend tree
        • Blend2 / Blend3
        • OneShot
        • TimeSeek
        • TimeScale
        • Transition
        • BlendSpace2D
        • BlendSpace1D
        • StateMachine
      • For better blending
      • Root motion
      • Controlling from code
      • State machine travel
    • Playing videos
      • Supported playback formats
      • Setting up VideoStreamPlayer
        • Handling resizing and different aspect ratios
        • Displaying a video on a 3D surface
      • Video decoding conditions and recommended resolutions
      • Playback limitations
      • Recommended Theora encoding settings
        • Balancing quality and file size
        • FFmpeg: Convert while preserving original video resolution
        • FFmpeg: Resize the video then convert it
    • Creating movies
      • Enabling Movie Maker mode
        • Command line usage
      • Choosing an output format
        • AVI (recommended)
        • PNG
        • Custom
      • Configuration
      • Quitting Movie Maker mode
      • Using high-quality graphics settings
      • Rendering at a higher resolution than the screen resolution
      • Post-processing steps
        • Converting AVI video to MP4
        • Converting PNG image sequence + WAV audio to a video
        • Cutting video
        • Resizing video
        • Reducing framerate
        • Generating accumulation motion blur with FFmpeg
  • Assets pipeline
    • Import process
      • Importing assets in Godot
      • Changing import parameters
      • Reimporting multiple assets
      • Automatic reimport
      • Files generated
      • Changing import resource type
      • Changing default import parameters
      • Further reading
    • Importing images
      • Supported image formats
      • Importing textures
        • Changing import type
        • Detect 3D
      • Import options
        • Compress > Mode
        • Compress > High Quality
        • Compress > HDR Compression
        • Compress > Normal Map
        • Compress > Channel Pack
        • Mipmaps > Generate
        • Mipmaps > Limit
        • Roughness > Mode
        • Rougness > Src Normal
        • Process > Fix Alpha Border
        • Process > Premult Alpha
        • Process > Normal Map Invert Y
        • Process > HDR as sRGB
        • Process > HDR Clamp Exposure
        • Process > Size Limit
        • Detect 3D > Compress To
      • Best practices
        • Supporting high-resolution texture sizes in 2D without artifacts
        • Use appropriate texture sizes in 3D
    • Importing audio samples
      • Supported audio formats
      • Importing audio samples
      • Import options (WAV)
      • Force > 8 Bit
      • Force > Mono
      • Force > Max Rate
      • Edit > Trim
      • Edit > Normalize
      • Edit > Loop Mode
      • Compress > Mode
      • Import options (Ogg Vorbis and MP3)
        • Loop
        • Loop Offset
        • BPM
        • Beat Count
        • Bar Beats
      • Advanced import settings (Ogg Vorbis and MP3)
      • Best practices
        • Use appropriate quality settings
        • Use real-time audio effects to reduce file size
    • Importing translations
      • Games and internationalization
      • Translation format
      • CSV importer
    • Importing 3D scenes
      • Godot scene importer
      • 3D asset direction conventions
      • Exporting glTF 2.0 files from Blender (recommended)
      • Importing .blend files directly within Godot
      • Exporting DAE files from Blender
      • Importing OBJ files in Godot
      • Importing FBX files in Godot
      • Exporting textures separately
      • Exporting considerations
      • Lighting considerations
      • Import workflows
        • Using the Import dock
        • Using the Advanced Import Settings dialog
        • Extracting materials to separate files
        • Using import scripts for automation
        • Using animation libraries
        • Filter script
        • Storage
        • Optimizer
        • Clips
      • Scene inheritance
      • Import hints
        • Remove nodes (-noimp)
        • Create collisions (-col, -convcol, -colonly, -convcolonly)
        • Create navigation (-navmesh)
        • Create a VehicleBody (-vehicle)
        • Create a VehicleWheel (-wheel)
        • Rigid Body (-rigid)
        • Animation loop (-loop, -cycle)
    • Retargeting 3D Skeletons
      • To share animations among multiple Skeletons
      • Options for Retargeting
        • Bone Map
        • Remove Tracks
        • Bone Renamer
        • Rest Fixer
    • Exporting 3D scenes
      • Overview
      • Limitations
    • Blender ESCN exporter
      • Details on exporting
        • Materials
        • Physics properties
        • Lights
        • Mesh
        • Skeleton
        • Animation
      • Disabling specific objects
      • Build pipeline integration
  • Audio
    • Audio buses
      • Introduction
      • Decibel scale
      • Audio buses
      • Playback of audio through a bus
      • Adding effects
      • Automatic bus disabling
      • Bus rearrangement
      • Default bus layout
    • Audio effects
      • Amplify
      • BandLimit and BandPass
      • Capture
      • Chorus
      • Compressor
      • Delay
      • Distortion
      • EQ
      • EQ6, EQ10, EQ21
      • Filter
      • HighPassFilter
      • HighShelfFilter
      • Limiter
      • LowPassFilter
      • LowShelfFilter
      • NotchFilter
      • Panner
      • Phaser
      • PitchShift
      • Record
      • Reverb
      • SpectrumAnalyzer
      • StereoEnhance
    • Audio streams
      • Introduction
      • AudioStream
      • AudioStreamPlayer
      • AudioStreamPlayer2D
      • AudioStreamPlayer3D
        • Reverb buses
        • Doppler
    • Sync the gameplay with audio and music
      • Introduction
      • Using the system clock to sync
      • Using the sound hardware clock to sync
    • Recording with microphone
      • The structure of the demo
    • Text to speech
      • Basic Usage
      • Requirements for functionality
        • Distro-specific one-liners
      • Best practices
      • Caveats and Other Information
  • Export
    • Exporting projects
      • Why export?
        • On PC
        • On mobile
      • Export menu
        • Export templates
        • Resource options
      • Configuration files
      • Exporting from the command line
      • PCK versus ZIP pack file formats
    • Exporting packs, patches, and mods
      • Use cases
      • Overview of PCK files
      • Generating PCK files
      • Opening PCK files at runtime
      • Summary
    • Feature tags
      • Introduction
      • Default features
      • Custom features
      • Overriding project settings
      • Default overrides
      • Customizing the build
    • Exporting for Linux
      • Environment variables
    • Exporting for macOS
      • Requirements
      • Code signing and notarization
        • If you have an Apple Developer ID Certificate and exporting from macOS
        • If you have an Apple Developer ID Certificate and exporting from Linux or Windows
        • If you do not have an Apple Developer ID Certificate
        • Signing Options
        • Notarization Options
      • Entitlements
        • Hardened Runtime Entitlements
        • App Sandbox Entitlement
      • Environment variables
    • Running Godot apps on macOS
      • App is signed, notarized and distributed via App Store
      • App is signed, notarized and distributed outside App Store
      • App is signed (including ad-hoc signatures) but not notarized
      • App is not signed, executable is linker-signed
      • Neither app nor executable is signed (relevant for Apple Silicon Macs only)
    • Exporting for Windows
      • Code signing
        • Setup
      • Environment variables
    • Changing application icon for Windows
      • Creating an ICO file
      • Changing the taskbar icon
      • Changing the file icon
      • Testing the result
    • Exporting for Universal Windows Platform
    • Exporting for iOS
      • Requirements
      • Export a Godot project to Xcode
      • Active development considerations
        • Steps to link a Godot project folder to Xcode
      • Plugins for iOS
      • Environment variables
    • Exporting for Android
      • Install OpenJDK 11
      • Download the Android SDK
      • Create a debug.keystore
      • Setting it up in Godot
      • Providing launcher icons
      • Exporting for Google Play Store
      • Optimizing the APK size
      • Environment variables
    • Custom builds for Android
      • Set up the custom build environment
      • Enabling the custom build and exporting
    • Exporting for the Web
      • WebGL version
      • Export options
      • Limitations
        • Using cookies for data persistence
        • Background processing
        • Full screen and mouse capture
        • Audio
        • Networking
        • Clipboard
        • Gamepads
        • Boot splash is not displayed
      • Serving the files
      • Calling JavaScript from script
      • Environment variables
    • Exporting for dedicated servers
      • Editor versus export template
      • Export approaches
      • Exporting a project for a dedicated server
      • Starting the dedicated server
      • Next steps
    • One-click deploy
      • What is one-click deploy?
      • Supported platforms
      • Using one-click deploy
      • Troubleshooting
        • Android
  • File and data I/O
    • Background loading
      • Using ResourceLoader
      • Example
    • File paths in Godot projects
      • Path separators
      • Accessing files in the project folder (res://)
      • Accessing persistent user data (user://)
      • Converting paths to absolute paths or "local" paths
      • Editor data paths
        • Self-contained mode
    • Saving games
      • Introduction
      • Identify persistent objects
      • Serializing
      • Saving and reading data
      • Some notes
      • JSON vs binary serialization
        • JSON limitations
        • Binary serialization
    • Binary serialization API
      • Introduction
      • Full Objects vs Object instance IDs
      • Packet specification
        • 0: null
        • 1: bool
        • 2: int
        • 3: float
        • 4: String
        • 5: Vector2
        • 6: Rect2
        • 7: Vector3
        • 8: Transform2D
        • 9: Plane
        • 10: Quaternion
        • 11: AABB
        • 12: Basis
        • 13: Transform3D
        • 14: Color
        • 15: NodePath
        • For old format:
        • For new format:
        • 16: RID (unsupported)
        • 17: Object
        • 18: Dictionary
        • 19: Array
        • 20: PackedByteArray
        • 21: PackedInt32Array
        • 22: PackedInt64Array
        • 23: PackedFloat32Array
        • 24: PackedFloat64Array
        • 25: PackedStringArray
        • 26: PackedVector2Array
        • 27: PackedVector3Array
        • 28: PackedColorArray
  • Internationalization
    • Internationalizing games
      • Introduction
      • Configuring the imported translation
      • Localizing resources
      • Converting keys to text
        • Placeholders
        • Translation contexts
        • Pluralization
      • Making controls resizable
      • TranslationServer
      • Bidirectional text and UI Mirroring
      • Adding break iterator data to exported project
      • Structured text BiDi override
      • Localizing numbers
      • Localizing icons and images
      • Testing translations
      • Translating the project name
    • Localization using gettext
      • Advantages
      • Disadvantages
      • Installing gettext tools
      • Creating the PO template
      • Automatic generation using the editor
      • Manual creation
      • Creating a messages file from a PO template
      • Loading a messages file in Godot
      • Updating message files to follow the PO template
      • Checking the validity of a PO file or template
      • Using binary MO files (useful for large projects only)
    • Locale codes
      • List of supported language codes
      • List of supported script codes
      • List of supported country codes
    • Pseudolocalization
      • Introduction
      • Enabling and configuring pseudolocalization
      • Pseudolocalization configurations
      • Configuring pseudolocalization at runtime
  • Input handling
    • Using InputEvent
      • What is it?
      • How does it work?
      • Anatomy of an InputEvent
      • Actions
      • InputMap
    • Input examples
      • Introduction
      • Events versus polling
      • Input events
      • InputMap
        • Capturing actions
      • Keyboard events
        • Keyboard modifiers
      • Mouse events
        • Mouse buttons
        • Mouse motion
      • Touch events
    • Mouse and input coordinates
      • About
      • Hardware display coordinates
      • Viewport display coordinates
    • Customizing the mouse cursor
      • Using project settings
      • Using a script
      • Demo project
      • Cursor list
    • Controllers, gamepads, and joysticks
      • Supporting universal input
        • Which Input singleton method should I use?
      • Vibration
      • Differences between keyboard/mouse and controller input
        • Dead zone
        • "Echo" events
        • Window focus
        • Power saving prevention
      • Troubleshooting
        • My controller isn't recognized by Godot.
        • My controller has incorrectly mapped buttons or axes.
        • My controller works on a given platform, but not on another platform.
    • Handling quit requests
      • Quitting
      • Handling the notification
      • Sending your own quit notification
  • Math
    • Vector math
      • Introduction
      • Coordinate systems (2D)
      • Vector operations
        • Member access
        • Adding vectors
        • Scalar multiplication
      • Practical applications
        • Movement
        • Pointing toward a target
      • Unit vectors
        • Normalization
        • Reflection
      • Dot product
        • Facing
      • Cross product
        • Calculating normals
        • Pointing to a target
      • More information
    • Advanced vector math
      • Planes
        • Distance to plane
        • Away from the origin
        • Constructing a plane in 2D
        • Some examples of planes
      • Collision detection in 3D
      • More information
    • Matrices and transforms
      • Introduction
        • Matrix components and the Identity matrix
        • Scaling the transformation matrix
        • Rotating the transformation matrix
        • Basis of the transformation matrix
        • Translating the transformation matrix
        • Putting it all together
        • Shearing the transformation matrix (advanced)
      • Practical applications of transforms
        • Converting positions between transforms
        • Moving an object relative to itself
        • Applying transforms onto transforms
        • Inverting a transformation matrix
      • How does it all work in 3D?
        • Representing rotation in 3D (advanced)
    • Interpolation
      • Vector interpolation
      • Transform interpolation
      • Smoothing motion
    • Beziers, curves and paths
      • Quadratic Bezier
      • Cubic Bezier
      • Adding control points
      • Curve2D, Curve3D, Path and Path2D
      • Evaluating
      • Drawing
      • Traversal
    • Random number generation
      • Global scope versus RandomNumberGenerator class
      • The randomize() method
      • Getting a random number
      • Get a random array element
      • Get a random dictionary value
      • Weighted random probability
      • "Better" randomness using shuffle bags
      • Random noise
  • Navigation
    • 2D Navigation Overview
      • Setup for 2D scene
    • 3D Navigation Overview
      • Setup for 3D scene
    • Using NavigationServer
      • Communicating with the NavigationServer
      • Threading and Synchronization
      • 2D and 3D NavigationServer differences
      • Waiting for synchronization
      • Server Avoidance Callbacks
    • Using NavigationMaps
      • Default navigation maps
      • Creating new navigation maps
    • Using NavigationRegions
      • Creating new navigation regions
    • Using NavigationMeshes
      • Creating 2D NavigationMeshes
      • Creating 3D NavigationMeshes
      • NavigationMesh rebaking at runtime
      • 2D Navmesh from CollisionPolygons
      • Procedual 2D NavigationMesh
      • Procedual 3D NavigationMesh
      • Navmesh for 3D GridMaps
    • Using NavigationPaths
      • Obtaining a Navigationpath
    • Using NavigationPathQueryObjects
    • Using NavigationAgents
      • NavigationAgent Pathfinding
      • NavigationAgent Pathfollowing
        • Pathfollowing common problems
      • NavigationAgent Avoidance
      • NavigationAgent Script Templates
        • Actor as Node3D
        • Actor as CharacterBody3D
        • Actor as RigidBody3D
    • Using NavigationObstacles
      • Static obstacles
      • Dynamic obstacles
      • Procedual obstacles
    • Using NavigationLinks
    • Using NavigationLayers
    • Navigation Debug Tools
      • Enabling debug navigation
      • Debug navigation settings
      • Debug navigation mesh polygons
      • Debug edge connections
      • Debug Performance
    • Connecting NavigationMeshes
    • Support different actor types
    • Support different actor locomotion
    • Support different actor area access
    • Optimizing Navigation Performance
      • Performance problems with parsing SceneTree nodes
      • Performance problems with navigation mesh baking
      • Performance problems with NavigationAgent path queries
      • Performance problems with the actual path search
      • Performance problems with navigation map synchronization
  • Networking
    • High-level multiplayer
      • High-level vs low-level API
      • Mid-level abstraction
      • Hosting considerations
      • Initializing the network
      • Managing connections
      • Remote procedure calls
      • Channels
      • Example lobby implementation
      • Exporting for dedicated servers
    • Making HTTP requests
      • Why use HTTP?
      • HTTP requests in Godot
      • Preparing the scene
      • Scripting the request
      • Sending data to the server
      • Setting custom HTTP headers
    • HTTP client class
    • SSL certificates
      • Introduction
      • Approach 1: self signed cert
      • Approach 2: CA cert
    • WebSocket
      • HTML5 and WebSocket
      • Using WebSocket in Godot
        • Minimal client example
        • Minimal server example
        • Advanced chat demo
    • WebRTC
      • HTML5, WebSocket, WebRTC
        • WebSocket
        • WebRTC
      • Using WebRTC in Godot
        • Minimal connection example
        • Local signaling example
        • Remote signaling with WebSocket
  • Performance
    • Introduction
    • Common
      • General optimization tips
        • Introduction
        • Measuring performance
        • Detective work
        • Profilers
        • Principles
        • Appendix
      • Optimization using Servers
        • Servers
        • RIDs
        • Creating a sprite
        • Instantiating a Mesh into 3D space
        • Creating a 2D RigidBody and moving a sprite with it
        • Getting data from the servers
    • CPU
      • CPU optimization
        • Measuring performance
        • CPU profilers
        • External profilers
        • Manually timing functions
        • Caches
        • Languages
        • Threads
        • SceneTree
        • Physics
    • GPU
      • GPU optimization
        • Introduction
        • Draw calls, state changes, and APIs
        • Pixel cost versus vertex cost
        • Pixel/fragment shaders and fill rate
        • Transparency and blending
        • Multi-platform advice
        • Mobile/tiled renderers
      • Optimization using MultiMeshes
        • MultiMeshes
        • Multimesh example
    • 3D
      • Optimizing 3D performance
        • Culling
        • Transparent objects
        • Level of detail (LOD)
        • Bake lighting
        • Animation and skinning
        • Large worlds
      • Animating thousands of objects
        • Animating thousands of fish with MultiMeshInstance3D
        • Controlling thousands of fish with Particles
    • Threads
      • Using multiple threads
        • Threads
        • Creating a Thread
        • Mutexes
        • Semaphores
      • Thread-safe APIs
        • Threads
        • Global scope
        • Scene tree
        • Rendering
        • GDScript arrays, dictionaries
        • Resources
  • Physics
    • Physics introduction
      • Collision objects
        • Physics material
        • Collision shapes
        • Physics process callback
        • Collision layers and masks
      • Area2D
      • StaticBody2D
      • RigidBody2D
        • Using RigidBody2D
        • Contact reporting
      • CharacterBody2D
        • Character collision response
    • Using RigidBody
      • What is a rigid body?
      • How to control a rigid body
      • The "look at" method
    • Using Area2D
      • Introduction
      • What is an area?
      • Area properties
      • Overlap detection
      • Area influence
        • Point gravity
        • Examples
    • Using CharacterBody2D/3D
      • Introduction
      • What is a character body?
      • Movement and collision
        • move_and_collide
        • move_and_slide
      • Detecting collisions
      • Which movement method to use?
      • Examples
        • Movement and walls
        • Bouncing/reflecting
        • Platformer movement
    • Ray-casting
      • Introduction
      • Space
      • Accessing space
      • Raycast query
      • Collision exceptions
      • Collision Mask
      • 3D ray casting from screen
    • Ragdoll system
      • Introduction
      • Setting up the ragdoll
        • Creating physical bones
        • Cleaning up the skeleton
        • Collision shape adjustment
        • Joints adjustment
      • Simulating the ragdoll
        • Collision layer and mask
    • Kinematic character (2D)
      • Introduction
      • Physics process
      • Scene setup
      • Moving the kinematic character
    • Using SoftBody
      • Basic set-up
      • Cloak simulation
    • Collision shapes (2D)
      • Primitive collision shapes
      • Convex collision shapes
      • Concave or trimesh collision shapes
      • Performance caveats
    • Collision shapes (3D)
      • Primitive collision shapes
      • Convex collision shapes
      • Concave or trimesh collision shapes
      • Performance caveats
    • Large world coordinates
      • Why use large world coordinates?
      • How large world coordinates work
      • Who are large world coordinates for?
      • Enabling large world coordinates
      • Compatibility between single-precision and double-precision builds
        • Known incompatibilities
      • Limitations
    • Troubleshooting physics issues
      • Objects are passing through each other at high speeds
      • Stacked objects are unstable and wobbly
      • Scaled physics bodies or collision shapes do not collide correctly
      • Thin objects are wobbly when resting on the floor
      • Cylinder collision shapes are unstable
      • VehicleBody simulation is unstable, especially at high speeds
      • Collision results in bumps when an object moves across tiles
      • Framerate drops when an object touches another object
      • Physics simulation is unreliable when far away from the world origin
  • Platform-specific
    • Android plugins
      • Creating Android plugins
        • Introduction
        • Android plugin
        • Troubleshooting
      • Android in-app purchases
        • Usage
        • Migrating from Godot 3.2.1 and lower (GodotPaymentsV3)
    • iOS plugins
      • Creating iOS plugins
        • Loading and using an existing plugin
        • Creating an iOS plugin
      • Plugins for iOS
        • Accessing plugin singletons
        • Asynchronous methods
        • Store Kit
        • Game Center
    • HTML5
      • HTML5 shell class reference
        • Engine
        • Engine configuration
      • Custom HTML page for Web export
        • Setup
        • Starting the project
        • Customizing the behavior
        • Customizing the presentation
        • Debugging
    • Console support in Godot
      • Console porting process
      • Console publishing process
      • Third-party support
  • Plugins
    • Editor plugins
      • Installing plugins
        • Finding plugins
        • Installing a plugin
        • Enabling a plugin
      • Making plugins
        • About plugins
        • Creating a plugin
        • A custom node
        • Going beyond
        • Registering autoloads/singletons in plugins
      • Making main screen plugins
        • What this tutorial covers
        • Initializing the plugin
        • Main screen scene
        • Update the plugin script
        • Try the plugin
      • Import plugins
        • Introduction
        • Configuration
        • The EditorImportPlugin class
        • Options and presets
        • The import method
        • Platform variants and generated files
        • Trying the plugin
      • 3D gizmo plugins
        • Introduction
        • The EditorNode3DGizmoPlugin
        • Simple approach
        • Alternative approach
      • Inspector plugins
        • Setting up your plugin
        • Interacting with the inspector
        • Adding an interface to edit properties
      • Visual Shader plugins
    • Running code in the editor
      • What is @tool?
      • How to use it
      • Try it out
      • Editing variables
      • Reporting node configuration warnings
      • Instancing scenes
  • Rendering
    • Using Viewports
      • Introduction
      • Input
      • Listener
      • Cameras (2D & 3D)
      • Scale & stretching
      • Worlds
      • Capture
      • Viewport Container
      • Rendering
      • Render target
    • Multiple resolutions
      • The problem of multiple resolutions
      • One size fits all
      • Base size
      • Resizing
      • Stretch settings
        • Stretch Mode
        • Stretch Aspect
        • Stretch Scale
      • Common use case scenarios
        • Desktop game
        • Mobile game in landscape mode
        • Mobile game in portrait mode
        • Non-game application
      • hiDPI support
      • Reducing aliasing on downsampling
      • Handling aspect ratios
      • Field of view scaling
      • Scaling 2D and 3D elements differently using Viewports
    • Fixing jitter, stutter and input lag
      • What is jitter, stutter and input lag?
      • Distinguishing between jitter and stutter
      • Jitter
      • Stutter
        • Windows
        • Linux
        • macOS
        • Android
        • iOS
      • Input lag
        • Project configuration
        • Hardware/OS-specific
      • Reporting jitter, stutter or input lag problems
  • Scripting
    • Programming languages
      • GDScript
        • GDScript reference
        • GDScript: An introduction to dynamic languages
        • GDScript exports
        • GDScript documentation comments
        • GDScript style guide
        • Static typing in GDScript
        • GDScript warning system
        • GDScript format strings
      • C#
        • C# basics
        • C# features
        • C# API differences to GDScript
        • C# collections
        • C# Variant
        • C# signals
        • C# exports
        • C# global classes
        • C# style guide
        • C# diagnostics
      • GDExtension
        • What is GDExtension?
        • GDExtension C++ example
    • Core features
      • How to read the Godot API
        • Inheritance
        • Brief Description
        • Description
        • Tutorials
        • Properties
        • Methods
        • Signals
        • Enumerations
        • Constants
        • Property Descriptions
        • Method Descriptions
      • Debug
        • Overview of debugging tools
        • Debugger panel
        • The Profiler
        • Custom performance monitors
      • Idle and Physics Processing
      • Groups
        • Managing groups
      • Nodes and scene instances
        • Getting nodes
        • Node paths
        • Creating nodes
        • Instancing scenes
      • Overridable functions
      • Cross-language scripting
        • Instantiating nodes
        • Accessing fields
        • Calling methods
        • Inheritance
      • Creating script templates
        • Locating the templates
        • Default behaviour and overriding it
        • Default template
        • List of template placeholders
      • Evaluating expressions
        • Basic usage
        • Passing variables to an expression
        • Setting a base instance for the expression
        • Example script
        • Built-in functions
      • Change scenes manually
      • Instancing with signals
        • Shooting example
      • Pausing games and process mode
        • Introduction
        • How pausing works
        • Process Modes
        • Pause Menu Example
      • File system
        • Introduction
        • Implementation
        • project.godot
        • Path delimiter
        • Resource path
        • User path
        • Host file system
        • Drawbacks
      • Resources
        • Nodes and resources
        • External vs built-in
        • Loading resources from code
        • Loading scenes
        • Freeing resources
        • Creating your own resources
      • Singletons (Autoload)
        • Introduction
        • Autoload
        • Custom scene switcher
      • Using SceneTree
        • Introduction
        • MainLoop
        • SceneTree
        • Root viewport
        • Scene tree
        • Tree order
        • "Becoming active" by entering the Scene Tree
        • Changing current scene
      • Scene Unique Nodes
        • Introduction
        • Creation and usage
        • Same-scene limitation
        • Alternatives
  • Shaders
    • Introduction to shaders
      • Shaders in Godot
      • Shader types
      • Render modes
        • Vertex processor
        • Fragment processor
        • Light processor
    • Shading reference
      • Shading language
        • Introduction
        • Data types
        • Arrays
        • Constants
        • Structs
        • Operators
        • Flow control
        • Discarding
        • Functions
        • Varyings
        • Interpolation qualifiers
        • Uniforms
        • Built-in variables
        • Built-in functions
      • Shader preprocessor
        • Why use a shader preprocessor?
        • Directives
      • Spatial shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Vertex built-ins
        • Fragment built-ins
        • Light built-ins
      • CanvasItem shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Vertex built-ins
        • Fragment built-ins
        • Light built-ins
        • SDF functions
      • Particle shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Start and Process built-ins
        • Start built-ins
        • Process built-ins
        • Process functions
      • Sky shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Sky built-ins
      • Fog shaders
        • Built-ins
        • Global built-ins
        • Fog built-ins
    • Your first shader
      • Your first 2D shader
        • Introduction
        • Setup
        • Your first CanvasItem shader
        • Your first fragment function
        • Your first vertex function
        • Conclusion
      • Your first 3D shader
        • Where to assign my material
        • Setting up
        • Shader magic
        • Noise heightmap
        • Uniforms
        • Interacting with light
      • Your second 3D shader
        • Your first spatial fragment function
        • Animating with TIME
        • Advanced effects: waves
    • Shader materials
      • Introduction
      • Creating a ShaderMaterial
      • Converting to ShaderMaterial
    • Using VisualShaders
      • Creating a VisualShader
      • Using the Visual Shader Editor
      • Visual Shader nodes
        • Expression node
        • Fresnel node
        • Boolean node
        • If node
        • Switch node
    • Using compute shaders
      • Create a local RenderingDevice
      • Provide input data
      • Defining a compute pipeline
      • Execute a compute shader
      • Retrieving results
    • Screen-reading shaders
      • Introduction
      • Screen texture
      • Screen texture example
      • Behind the scenes
      • Back-buffer logic
      • Depth texture
      • Normal-roughness texture
      • Redefining screen textures
    • Converting GLSL to Godot shaders
      • GLSL
        • Shader programs
        • Vertex attributes
        • gl_Position
        • Varyings
        • Main
        • Macros
        • Variables
        • Coordinates
        • Precision
      • Shadertoy
        • Types
        • mainImage
        • Variables
        • Coordinates
      • The Book of Shaders
        • Types
        • Main
        • Variables
        • Coordinates
    • Shaders style guide
      • Formatting
        • Encoding and special characters
        • Indentation
        • Line breaks and blank lines
        • Blank lines
        • Line length
        • One statement per line
        • Comment spacing
        • Whitespace
        • Floating-point numbers
      • Accessing vector members
      • Naming conventions
        • Functions and variables
        • Constants
        • Preprocessor directives
      • Code order
        • Local variables
    • Advanced post-processing
      • Introduction
      • Full screen quad
      • Depth texture
      • An optimization
    • Using a Viewport as a texture
      • Introduction
      • Setting up the Viewport
      • Applying the texture
      • Making the planet texture
      • Coloring the planet
      • Making an ocean
    • Custom post-processing
      • Introduction
      • Single pass post-processing
      • Multi-pass post-processing
    • Making trees
      • Start with a tree
      • Paint with vertex colors
      • Write a custom shader for the leaves
      • Improving the shader
  • User interface (UI)
    • UI building blocks
      • Size and anchors
        • Centering a control
        • Layout Presets
      • Using Containers
        • Container layout
        • Sizing options
        • Container types
        • Creating custom Containers
      • Custom GUI controls
        • So many controls...
        • Drawing
        • Sizing
        • Input
      • Keyboard/Controller Navigation and Focus
        • Node settings
        • Necessary code
      • Control node gallery
    • GUI skinning and themes
      • Introduction to GUI skinning
        • Basics of themes
        • Customizing a control
        • Customizing a project
        • Beyond controls
      • Using the theme editor
        • Creating a theme
        • Theme editor overview
        • Manage and import items
      • Theme type variations
        • Creating a type variation
        • Using a type variation
      • Using Fonts
        • Dynamic fonts
        • Bitmap fonts
        • Loading a font file
        • Advanced font features
    • Control node tutorials
      • BBCode in RichTextLabel
        • Introduction
        • Using BBCode
        • Handling user input safely
        • Stripping BBCode tags
        • Performance
        • Using push_[tag]() and pop() functions instead of BBCode
        • Reference
        • Text effects
        • Custom BBCode tags and text effects
  • XR
    • Basic Tutorial
      • Setting up XR
        • Introduction to the XR system in Godot
        • Prerequisites for XR in Godot 4
        • OpenXR
        • Setting up the XR scene
      • Deploying to Android
        • Setup
        • Custom Android build
        • Installing the loader plugins
        • Creating the export presets
        • Running on your device from the Godot editor
      • Introducing XR tools
        • Installing XR Tools
        • Basic hands
        • More information
      • Basic XR Locomotion
        • Adding our player body
        • Adding a floor
        • Direct movement
        • Teleport
        • More advanced movement features
    • Advanced topics
      • The XR action map
        • The default action map
        • Action sets
        • Actions
        • Profiles
        • Our first controller binding
        • The simple controller
      • Room scale in XR
        • Origin centric solution
        • Step 1
        • Step 2
        • Step 3
        • Character body centric solution
        • Step 1
        • Step 2
        • Step 3
        • When the player walks to somewhere they shouldn't
        • Further suggestions for improvements
      • The OpenXR hand tracking
        • Tracking through interaction profiles
        • The hand tracking extension
        • Body tracking
        • Some final words
      • The OpenXR passthrough
        • Passthrough extension
        • Passthrough through AR
        • Putting it together

Contributing

  • Ways to contribute
    • Contributing code
    • Testing and reporting issues
      • Testing development versions
      • Filing an issue on GitHub
    • Contributing to the documentation
    • Contributing translations
  • Contribution workflow
    • Bisecting regressions
      • What is bisecting?
      • Using official builds to speed up bisecting
      • The Git bisect command
        • Determine the commit hashes
        • Build the engine
        • Run the engine
    • Bug triage guidelines
      • Issues management
        • Labels
        • Documentation labels
        • Milestones
    • Pull request workflow
      • Git source repository
      • Forking and cloning
      • Branching
      • Updating your branch
      • Making changes
      • Pushing changes to a remote
      • Issuing a pull request
      • Modifying a pull request
      • The interactive rebase
      • Deleting a Git branch
    • Pull request review process
      • Code review and testing
        • 1. Confirm that the problem exists
        • 2. Test the PR and look for regressions
        • 3. Do a code review
        • 4. Iterate with the contributor and improve the PR
        • 5. Approve the pull request
      • Code style review
      • Merging pull requests
        • 1. Get feedback from the right people/teams
        • 2. Get feedback from the community
        • 3. Git checklist
        • 4. GitHub checklist
        • 5. Merge the pull request
    • Testing pull requests
      • Downloading a compiled build
        • If you have a GitHub account
        • If you don't have a GitHub account
      • Compiling a pull request branch from source
  • Engine development
    • Best practices for engine contributors
      • Introduction
      • Language
      • Best Practices
        • #1: The problem always comes first
        • #2: To solve the problem, it has to exist in the first place
        • #3: The problem has to be complex or frequent
        • #4: The solution must be discussed with others
        • #5: To each problem, its own solution
        • #6: Cater to common use cases, leave the door open for the rare ones
        • #7: Prefer local solutions
        • #8: Don't use complex canned solutions for simple problems
    • Code style guidelines
      • C++ and Objective-C
        • Using clang-format locally
        • Header includes
      • Java
      • Python
        • Using black locally
      • Comment style guide
    • C++ usage guidelines
      • Rationale
      • Disallowed features
        • Standard Template Library
        • auto keyword
        • Lambdas
        • #pragma once directive
    • Building from source
      • Getting the source
        • Downloading the Godot source code
      • Introduction to the buildsystem
        • Setup
        • Platform selection
        • Resulting binary
        • Target
        • Development and production aliases
        • Dev build
        • Debugging symbols
        • Optimization level
        • Architecture
        • Custom modules
        • Cleaning generated files
        • Other build options
        • Export templates
      • Compiling for Windows
        • Requirements
        • Setting up SCons
        • Installing Visual Studio caveats
        • Downloading Godot's source
        • Compiling
        • Development in Visual Studio
        • Cross-compiling for Windows from other operating systems
        • Creating Windows export templates
      • Compiling for Linux, *BSD
        • Requirements
        • Compiling
        • Running a headless/server build
        • Building export templates
        • Using Clang and LLD for faster development
        • Using mold for faster development
        • Using system libraries for faster development
        • Using Pyston for faster development
      • Compiling for macOS
        • Requirements
        • Compiling
        • Running a headless/server build
        • Building export templates
        • Using Pyston for faster development
        • Cross-compiling for macOS from Linux
      • Compiling for Android
        • Note
        • Requirements
        • Setting up the buildsystem
        • Building the export templates
        • Using the export templates
        • Building the Godot editor
        • Removing the Editor templates
        • Installing the Godot editor
        • Troubleshooting
      • Compiling for iOS
        • Requirements
        • Compiling
        • Run
      • Cross-compiling for iOS on Linux
        • Disclaimer
        • Requirements
        • Configuring the environment
        • Compiling Godot for iPhone
      • Compiling for Universal Windows Platform
      • Compiling for the Web
        • Requirements
        • Building export templates
        • GDExtension
        • Building the editor
      • Compiling with .NET
        • Requirements
        • Enable the .NET module
        • Generate the glue
        • Building the managed libraries
        • Examples
        • Data directory
        • Command-line options
      • Optimizing a build for size
        • Rationale
        • Stripping binaries
        • Optimizing for size instead of speed
        • Compiling with link-time optimization
        • Disabling 3D
        • Disabling advanced GUI objects
        • Disabling unwanted modules
      • Compiling with PCK encryption key
        • Step by step
        • Troubleshooting
    • Debugging and profiling
      • Using C++ profilers
        • Recommended profilers
        • Setting up Godot
        • Benchmarking startup/shutdown times
        • Profiler-specific instructions
      • Using sanitizers
        • What are sanitizers?
        • Using sanitizers on Godot
        • Address sanitizer (ASAN)
        • Leak sanitizer (LSAN)
        • Memory sanitizer (MSAN)
        • Thread sanitizer (TSAN)
        • Undefined behavior sanitizer (UBSAN)
        • Platform-specific sanitizers
      • Debugging on macOS
        • Debugging Godot editor
        • Debugging exported project
      • Vulkan
        • Validation layers
      • Debugging the editor
    • Configuring an IDE
      • Android Studio
        • Importing the project
        • Android Studio project layout
        • Building & debugging the editor module
        • Building & debugging the app module
      • CLion
        • Importing the project
        • Compiling and debugging the project
      • Code::Blocks
        • Creating a new project
        • Configuring the build
        • Configuring the run
        • Adding files to the project
        • Code style configuration
      • KDevelop
        • Importing the project
        • Debugging the project
      • Qt Creator
        • Importing the project
        • Debugging the project
        • Code style configuration
      • Rider
        • Importing the project
        • Compiling and debugging the project
      • Visual Studio
        • Importing the project
        • Debugging the project
      • Visual Studio Code
        • Importing the project
        • Debugging the project
      • Xcode
        • Importing the project
        • Debugging the project
    • Engine core and modules
      • Getting started with Godot's source code
        • Godot's architecture diagram
        • Common engine methods and macros
        • Core types
        • Variant class
        • Object class
        • Inheritance class tree
        • Internal rendering architecture
        • 2D coordinate systems and 2D transforms
      • Extending Godot by modifying its source code
        • Custom modules in C++
        • Binding to external libraries
        • Custom Godot servers
        • Custom resource format loaders
        • Custom AudioStreams
        • Custom platform ports
        • Unit testing
    • Editor development
      • Introduction to editor development
        • Technical choices
        • Directory structure
        • Editor dependencies in scene/ files
        • Development tips
      • Editor icons
        • Creating icons
        • Color conversion for light editor themes
        • Icon optimization
        • Integrating and sharing the icons
        • Troubleshooting
        • References
      • Editor style guide
        • Introduction
        • Writing style
        • Button and menu texts
        • Inspector sections
        • Inspector performance hints
        • Tooltips
    • Godot file formats
      • GDScript grammar
      • TSCN file format
        • File structure
        • The scene tree
        • Resources
  • Writing documentation
    • Guidelines
      • Content guidelines
        • Guidelines and principles
      • Writing guidelines
        • 7 rules for clear English
        • How to write methods and classes
        • Common vocabulary to use in Godot's documentation
        • Keyboard shortcut guidelines
      • Creating documentation images
        • Capturing an image
        • Format conversion
        • Cropping
        • Scaling down an image
        • Saving as WebP in Krita
        • Outlines arrows and text
        • Adding an image to a documentation page
    • Writing the manual
      • Contributing to the documentation
        • Getting started
        • What is the Godot documentation
        • Contributing changes
        • Editing pages online
        • Adding new pages
        • License
      • Building the manual with Sphinx
        • Dealing with errors
        • Hints for performance
    • Class reference guides
      • Contributing to the class reference
        • The source of the class reference
        • What to contribute
        • Updating class reference when working on the engine
      • Class reference primer
        • How to edit class XML
    • Translating the documentation
      • Editor and documentation localization
        • Using Weblate for translations
        • Locating original content
        • Respecting the markup syntax
        • Offline translation and testing
        • Localizing documentation images

Community

  • Asset Library
    • About the Asset Library
      • Types of assets
      • Frequently asked questions
        • Can paid assets be uploaded to the asset library?
    • Using the Asset Library
      • On the website
        • Overview
        • Searching
        • Breakdown of an asset
        • Registering and logging in
      • In the editor
    • Submitting to the Asset Library
      • Introduction
      • Submission guidelines
        • Requirements
        • Recommendations
      • Submitting
  • Community channels
    • Q&A
    • Rocket.Chat
    • IRC on Libera.Chat
    • Other chats
    • Language-based communities
    • Social networks
    • Forum
  • Tutorials and resources
    • Where to start
    • Video tutorials
    • Text tutorials
    • Devlogs
    • Resources

Class reference

  • All classes
  • Globals
    • @GDScript
      • Description
      • Tutorials
      • Methods
      • Constants
      • Annotations
      • Method Descriptions
    • @GlobalScope
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
  • Nodes
    • Node
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AcceptDialog
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • AnimatableBody2D
      • Description
      • Properties
      • Property Descriptions
    • AnimatableBody3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimatedSprite2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedSprite3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimationPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Area2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Area3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AspectRatioContainer
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioListener2D
      • Description
      • Methods
      • Method Descriptions
    • AudioListener3D
      • Description
      • Methods
      • Method Descriptions
    • AudioStreamPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlayer2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlayer3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BackBufferCopy
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • BaseButton
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Bone2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • BoneAttachment3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • BoxContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Button
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Property Descriptions
      • Theme Property Descriptions
    • Camera2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Camera3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CanvasGroup
      • Description
      • Properties
      • Property Descriptions
    • CanvasItem
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • CanvasLayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • CanvasModulate
      • Description
      • Properties
      • Property Descriptions
    • CenterContainer
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CharacterBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CharacterBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CheckBox
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • CheckButton
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • CodeEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • CollisionObject2D
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CollisionObject3D
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CollisionPolygon2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CollisionPolygon3D
      • Description
      • Properties
      • Property Descriptions
    • CollisionShape2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CollisionShape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ColorPicker
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • ColorPickerButton
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • ColorRect
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ConeTwistJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ConfirmationDialog
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Container
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • Control
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • CPUParticles2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CPUParticles3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CSGBox3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGCombiner3D
      • Description
      • Tutorials
    • CSGCylinder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGMesh3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGPolygon3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • CSGPrimitive3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGShape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CSGSphere3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CSGTorus3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • DampedSpringJoint2D
      • Description
      • Properties
      • Property Descriptions
    • Decal
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • DirectionalLight2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • DirectionalLight3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • EditorCommandPalette
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • EditorFileDialog
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • EditorFileSystem
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorInspector
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • EditorPlugin
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • EditorProperty
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • EditorResourcePicker
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • EditorResourcePreview
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorScriptPicker
      • Description
      • Properties
      • Property Descriptions
    • EditorSpinSlider
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • FileDialog
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • FileSystemDock
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • FlowContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • FogVolume
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Generic6DOFJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GeometryInstance3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticles2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticles3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GPUParticlesAttractor3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesAttractorBox3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesAttractorSphere3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesAttractorVectorField3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesCollision3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesCollisionBox3D
      • Description
      • Properties
      • Property Descriptions
    • GPUParticlesCollisionHeightField3D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • GPUParticlesCollisionSDF3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GPUParticlesCollisionSphere3D
      • Description
      • Properties
      • Property Descriptions
    • GraphEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • GraphElement
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • GraphNode
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • GridContainer
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Property Descriptions
      • Theme Property Descriptions
    • GridMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GrooveJoint2D
      • Description
      • Properties
      • Property Descriptions
    • HBoxContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • HFlowContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • HingeJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • HScrollBar
      • Description
      • Theme Properties
      • Theme Property Descriptions
    • HSeparator
      • Description
      • Theme Properties
      • Theme Property Descriptions
    • HSlider
      • Description
      • Theme Properties
      • Theme Property Descriptions
    • HSplitContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • HTTPRequest
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ImporterMeshInstance3D
      • Properties
      • Property Descriptions
    • InstancePlaceholder
      • Description
      • Methods
      • Method Descriptions
    • ItemList
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Joint2D
      • Description
      • Properties
      • Property Descriptions
    • Joint3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Label
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Label3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Light2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Light3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LightmapGI
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • LightmapProbe
      • Description
    • LightOccluder2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Line2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LineEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • LinkButton
      • Description
      • Properties
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Theme Property Descriptions
    • MarginContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • Marker2D
      • Description
      • Properties
      • Property Descriptions
    • Marker3D
      • Description
      • Properties
      • Property Descriptions
    • MenuBar
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • MenuButton
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • MeshInstance2D
      • Description
      • Tutorials
      • Properties
      • Signals
      • Property Descriptions
    • MeshInstance3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • MissingNode
      • Description
      • Properties
      • Property Descriptions
    • MultiMeshInstance2D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • MultiMeshInstance3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • MultiplayerSpawner
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • MultiplayerSynchronizer
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationAgent2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NavigationAgent3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NavigationLink2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationLink3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationObstacle2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationObstacle3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationRegion2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NavigationRegion3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • NinePatchRect
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Node2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Node3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • OccluderInstance3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OmniLight3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • OpenXRHand
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OptionButton
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Panel
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • PanelContainer
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • ParallaxBackground
      • Description
      • Properties
      • Property Descriptions
    • ParallaxLayer
      • Description
      • Properties
      • Property Descriptions
    • Path2D
      • Description
      • Properties
      • Property Descriptions
    • Path3D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • PathFollow2D
      • Description
      • Properties
      • Property Descriptions
    • PathFollow3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PhysicalBone2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicalBone3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PhysicsBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • PhysicsBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PinJoint2D
      • Description
      • Properties
      • Property Descriptions
    • PinJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PointLight2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Polygon2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Popup
      • Description
      • Properties
      • Signals
    • PopupMenu
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • PopupPanel
      • Description
      • Theme Properties
      • Theme Property Descriptions
    • ProgressBar
      • Description
      • Properties
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Theme Property Descriptions
    • Range
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • RayCast2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RayCast3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ReferenceRect
      • Description
      • Properties
      • Property Descriptions
    • ReflectionProbe
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • RemoteTransform2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RemoteTransform3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ResourcePreloader
      • Description
      • Methods
      • Method Descriptions
    • RichTextLabel
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • RigidBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RigidBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RootMotionView
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ScriptCreateDialog
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • ScriptEditor
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • ScriptEditorBase
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • ScrollBar
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • ScrollContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • Separator
      • Description
    • ShaderGlobalsOverride
      • Description
      • Tutorials
    • ShapeCast2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ShapeCast3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Skeleton2D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • Skeleton3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • SkeletonIK3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Slider
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • SliderJoint3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SoftBody3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SpinBox
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • SplitContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • SpotLight3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SpringArm3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Sprite2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Sprite3D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • SpriteBase3D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • StaticBody2D
      • Description
      • Properties
      • Property Descriptions
    • StaticBody3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SubViewport
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • SubViewportContainer
      • Description
      • Properties
      • Property Descriptions
    • TabBar
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • TabContainer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • TextEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • TextureButton
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • TextureProgressBar
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TextureRect
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • TileMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Timer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TouchScreenButton
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Tree
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • VBoxContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • VehicleBody3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • VehicleWheel3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VFlowContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • VideoStreamPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Viewport
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • VisibleOnScreenEnabler2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisibleOnScreenEnabler3D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisibleOnScreenNotifier2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • VisibleOnScreenNotifier3D
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • VisualInstance3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VoxelGI
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • VScrollBar
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • VSeparator
      • Description
      • Theme Properties
      • Theme Property Descriptions
    • VSlider
      • Description
      • Properties
      • Theme Properties
      • Theme Property Descriptions
    • VSplitContainer
      • Description
      • Tutorials
      • Theme Properties
      • Theme Property Descriptions
    • Window
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
      • Theme Property Descriptions
    • WorldEnvironment
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • XRAnchor3D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • XRCamera3D
      • Description
      • Tutorials
    • XRController3D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • XRNode3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • XROrigin3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
  • Resources
    • Resource
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedTexture
      • Description
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Animation
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationLibrary
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimationNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeAdd2
      • Description
      • Tutorials
    • AnimationNodeAdd3
      • Description
      • Tutorials
    • AnimationNodeAnimation
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AnimationNodeBlend2
      • Description
      • Tutorials
    • AnimationNodeBlend3
      • Description
      • Tutorials
    • AnimationNodeBlendSpace1D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeBlendSpace2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeBlendTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeOneShot
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AnimationNodeOutput
      • Description
      • Tutorials
    • AnimationNodeStateMachine
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeStateMachinePlayback
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • AnimationNodeStateMachineTransition
      • Description
      • Tutorials
      • Properties
      • Signals
      • Enumerations
      • Property Descriptions
    • AnimationNodeSub2
      • Description
      • Tutorials
    • AnimationNodeSync
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeTimeScale
      • Description
      • Tutorials
    • AnimationNodeTimeSeek
      • Description
      • Tutorials
    • AnimationNodeTransition
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AnimationRootNode
      • Description
      • Tutorials
    • ArrayMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ArrayOccluder3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AtlasTexture
      • Description
      • Properties
      • Property Descriptions
    • AudioBusLayout
      • Description
    • AudioEffect
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioEffectAmplify
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectBandLimitFilter
      • Description
      • Tutorials
    • AudioEffectBandPassFilter
      • Description
      • Tutorials
    • AudioEffectCapture
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectChorus
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectCompressor
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectDelay
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectDistortion
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectEQ
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioEffectEQ10
      • Description
      • Tutorials
    • AudioEffectEQ21
      • Description
      • Tutorials
    • AudioEffectEQ6
      • Description
      • Tutorials
    • AudioEffectFilter
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectHighPassFilter
      • Description
      • Tutorials
    • AudioEffectHighShelfFilter
      • Description
      • Tutorials
    • AudioEffectLimiter
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectLowPassFilter
      • Description
      • Tutorials
    • AudioEffectLowShelfFilter
      • Description
      • Tutorials
    • AudioEffectNotchFilter
      • Description
      • Tutorials
    • AudioEffectPanner
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectPhaser
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectPitchShift
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectRecord
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectReverb
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectSpectrumAnalyzer
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectStereoEnhance
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioStream
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioStreamGenerator
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioStreamMicrophone
      • Description
      • Tutorials
    • AudioStreamMP3
      • Description
      • Properties
      • Property Descriptions
    • AudioStreamOggVorbis
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPolyphonic
      • Description
      • Properties
      • Property Descriptions
    • AudioStreamRandomizer
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamWAV
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BaseMaterial3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BitMap
      • Description
      • Methods
      • Method Descriptions
    • BoneMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • BoxMesh
      • Description
      • Properties
      • Property Descriptions
    • BoxOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • BoxShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ButtonGroup
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • CameraAttributes
      • Description
      • Properties
      • Property Descriptions
    • CameraAttributesPhysical
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CameraAttributesPractical
      • Description
      • Properties
      • Property Descriptions
    • CameraTexture
      • Description
      • Properties
      • Property Descriptions
    • CanvasItemMaterial
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CanvasTexture
      • Description
      • Properties
      • Property Descriptions
    • CapsuleMesh
      • Description
      • Properties
      • Property Descriptions
    • CapsuleShape2D
      • Description
      • Properties
      • Property Descriptions
    • CapsuleShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CircleShape2D
      • Description
      • Properties
      • Property Descriptions
    • CodeHighlighter
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CompressedCubemap
      • Description
    • CompressedCubemapArray
      • Description
    • CompressedTexture2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CompressedTexture2DArray
      • Description
    • CompressedTexture3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CompressedTextureLayered
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ConcavePolygonShape2D
      • Description
      • Properties
      • Property Descriptions
    • ConcavePolygonShape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ConvexPolygonShape2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ConvexPolygonShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CryptoKey
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • CSharpScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • Cubemap
      • Description
      • Methods
      • Method Descriptions
    • CubemapArray
      • Description
      • Methods
      • Method Descriptions
    • Curve
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Curve2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Curve3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CurveTexture
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CurveXYZTexture
      • Description
      • Properties
      • Property Descriptions
    • CylinderMesh
      • Description
      • Properties
      • Property Descriptions
    • CylinderShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorNode3DGizmoPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorSettings
      • Description
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • EditorSyntaxHighlighter
      • Description
      • Methods
      • Method Descriptions
    • Environment
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • FastNoiseLite
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • FogMaterial
      • Description
      • Properties
      • Property Descriptions
    • Font
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • FontFile
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • FontVariation
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GDExtension
      • Methods
      • Enumerations
      • Method Descriptions
    • GDScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • GLTFAccessor
      • Properties
      • Property Descriptions
    • GLTFAnimation
      • Properties
      • Property Descriptions
    • GLTFBufferView
      • Properties
      • Property Descriptions
    • GLTFCamera
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFDocument
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • GLTFDocumentExtension
      • Description
      • Methods
      • Method Descriptions
    • GLTFDocumentExtensionConvertImporterMesh
    • GLTFLight
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFMesh
      • Properties
      • Property Descriptions
    • GLTFNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFPhysicsBody
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFPhysicsShape
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFSkeleton
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFSkin
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GLTFSpecGloss
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • GLTFState
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GLTFTexture
      • Properties
      • Property Descriptions
    • GLTFTextureSampler
      • Description
      • Properties
      • Property Descriptions
    • Gradient
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GradientTexture1D
      • Description
      • Properties
      • Property Descriptions
    • GradientTexture2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • HeightMapShape3D
      • Description
      • Properties
      • Property Descriptions
    • Image
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • ImageTexture
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • ImageTexture3D
      • Description
      • Methods
      • Method Descriptions
    • ImageTextureLayered
      • Description
      • Methods
      • Method Descriptions
    • ImmediateMesh
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • ImporterMesh
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • InputEvent
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • InputEventAction
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventFromWindow
      • Description
      • Properties
      • Property Descriptions
    • InputEventGesture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventJoypadButton
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventJoypadMotion
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventKey
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • InputEventMagnifyGesture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMIDI
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouse
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouseButton
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouseMotion
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventPanGesture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventScreenDrag
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventScreenTouch
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventShortcut
      • Description
      • Properties
      • Property Descriptions
    • InputEventWithModifiers
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • JSON
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • LabelSettings
      • Description
      • Properties
      • Property Descriptions
    • LightmapGIData
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Material
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Mesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MeshLibrary
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • MeshTexture
      • Description
      • Properties
      • Property Descriptions
    • MissingResource
      • Description
      • Properties
      • Property Descriptions
    • MultiMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationMeshSourceGeometryData3D
      • Description
      • Methods
      • Method Descriptions
    • NavigationPolygon
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Noise
      • Description
      • Methods
      • Method Descriptions
    • NoiseTexture2D
      • Description
      • Properties
      • Property Descriptions
    • NoiseTexture3D
      • Description
      • Properties
      • Property Descriptions
    • Occluder3D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • OccluderPolygon2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OggPacketSequence
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRAction
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OpenXRActionMap
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRActionSet
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRInteractionProfile
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OpenXRIPBinding
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OptimizedTranslation
      • Description
      • Methods
      • Method Descriptions
    • ORMMaterial3D
      • Description
      • Tutorials
    • PackedDataContainer
      • Description
      • Methods
      • Method Descriptions
    • PackedScene
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PanoramaSkyMaterial
      • Description
      • Properties
      • Property Descriptions
    • ParticleProcessMaterial
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PhysicalSkyMaterial
      • Description
      • Properties
      • Property Descriptions
    • PhysicsMaterial
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderCubemap
      • Description
    • PlaceholderCubemapArray
      • Description
    • PlaceholderMaterial
      • Description
    • PlaceholderMesh
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderTexture2D
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderTexture2DArray
      • Description
    • PlaceholderTexture3D
      • Description
      • Properties
      • Property Descriptions
    • PlaceholderTextureLayered
      • Description
      • Properties
      • Property Descriptions
    • PlaneMesh
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • PointMesh
      • Description
    • PolygonOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • PolygonPathFinder
      • Methods
      • Method Descriptions
    • PortableCompressedTexture2D
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PrimitiveMesh
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PrismMesh
      • Description
      • Properties
      • Property Descriptions
    • ProceduralSkyMaterial
      • Description
      • Properties
      • Property Descriptions
    • QuadMesh
      • Description
      • Tutorials
      • Properties
    • QuadOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • RDShaderFile
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDShaderSPIRV
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RectangleShape2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • RibbonTrailMesh
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • RichTextEffect
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • SceneReplicationConfig
      • Methods
      • Enumerations
      • Method Descriptions
    • Script
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ScriptExtension
      • Methods
      • Method Descriptions
    • SegmentShape2D
      • Description
      • Properties
      • Property Descriptions
    • SeparationRayShape2D
      • Description
      • Properties
      • Property Descriptions
    • SeparationRayShape3D
      • Description
      • Properties
      • Property Descriptions
    • Shader
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ShaderInclude
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ShaderMaterial
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shape2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shape3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shortcut
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DCCDIK
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DFABRIK
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DJiggle
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DLookAt
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DPhysicalBones
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModification2DStackHolder
      • Description
      • Methods
      • Method Descriptions
    • SkeletonModification2DTwoBoneIK
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonModificationStack2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SkeletonProfile
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SkeletonProfileHumanoid
      • Description
      • Tutorials
      • Properties
    • Skin
      • Methods
      • Method Descriptions
    • Sky
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • SphereMesh
      • Description
      • Properties
      • Property Descriptions
    • SphereOccluder3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SphereShape3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • SpriteFrames
      • Description
      • Methods
      • Method Descriptions
    • StandardMaterial3D
      • Description
      • Tutorials
    • StyleBox
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • StyleBoxEmpty
      • Description
    • StyleBoxFlat
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • StyleBoxLine
      • Description
      • Properties
      • Property Descriptions
    • StyleBoxTexture
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SyntaxHighlighter
      • Description
      • Methods
      • Method Descriptions
    • SystemFont
      • Description
      • Properties
      • Property Descriptions
    • TextMesh
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Texture
      • Description
    • Texture2D
      • Description
      • Methods
      • Method Descriptions
    • Texture2DArray
      • Description
      • Methods
      • Method Descriptions
    • Texture2DArrayRD
      • Description
    • Texture2DRD
      • Description
      • Properties
      • Property Descriptions
    • Texture3D
      • Description
      • Methods
      • Method Descriptions
    • Texture3DRD
      • Description
      • Properties
      • Property Descriptions
    • TextureCubemapArrayRD
      • Description
    • TextureCubemapRD
      • Description
    • TextureLayered
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • TextureLayeredRD
      • Description
      • Properties
      • Property Descriptions
    • Theme
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TileMapPattern
      • Description
      • Methods
      • Method Descriptions
    • TileSet
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TileSetAtlasSource
      • Description
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • TileSetScenesCollectionSource
      • Description
      • Methods
      • Method Descriptions
    • TileSetSource
      • Description
      • Methods
      • Method Descriptions
    • TorusMesh
      • Description
      • Properties
      • Property Descriptions
    • Translation
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • TubeTrailMesh
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • VideoStream
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • VideoStreamPlayback
      • Description
      • Methods
      • Method Descriptions
    • VideoStreamTheora
      • Description
    • ViewportTexture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • VisualShader
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNodeBillboard
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeBooleanConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeBooleanParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeClamp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeColorConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeColorFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeColorOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeColorParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeComment
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeCompare
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeConstant
      • Description
    • VisualShaderNodeCubemap
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeCubemapParameter
      • Description
    • VisualShaderNodeCurveTexture
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeCurveXYZTexture
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeCustom
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • VisualShaderNodeDerivativeFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeDeterminant
      • Description
    • VisualShaderNodeDistanceFade
      • Description
    • VisualShaderNodeDotProduct
      • Description
    • VisualShaderNodeExpression
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeFaceForward
      • Description
    • VisualShaderNodeFloatConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeFloatFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeFloatOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeFloatParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeFresnel
      • Description
    • VisualShaderNodeGlobalExpression
      • Description
    • VisualShaderNodeGroupBase
      • Description
      • Methods
      • Method Descriptions
    • VisualShaderNodeIf
      • Description
    • VisualShaderNodeInput
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • VisualShaderNodeIntConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeIntFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeIntOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeIntParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeIs
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeLinearSceneDepth
      • Description
    • VisualShaderNodeMix
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeMultiplyAdd
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeOuterProduct
      • Description
    • VisualShaderNodeOutput
      • Description
    • VisualShaderNodeParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParameterRef
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleAccelerator
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParticleBoxEmitter
      • Description
    • VisualShaderNodeParticleConeVelocity
      • Description
    • VisualShaderNodeParticleEmit
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParticleEmitter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleMeshEmitter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleMultiplyByAxisAngle
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeParticleOutput
      • Description
    • VisualShaderNodeParticleRandomness
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeParticleRingEmitter
      • Description
    • VisualShaderNodeParticleSphereEmitter
      • Description
    • VisualShaderNodeProximityFade
      • Description
    • VisualShaderNodeRandomRange
      • Description
    • VisualShaderNodeRemap
      • Description
    • VisualShaderNodeResizableBase
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeRotationByAxis
      • Description
    • VisualShaderNodeSample3D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeScreenNormalWorldSpace
      • Description
    • VisualShaderNodeScreenUVToSDF
      • Description
    • VisualShaderNodeSDFRaymarch
      • Description
    • VisualShaderNodeSDFToScreenUV
      • Description
    • VisualShaderNodeSmoothStep
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeStep
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeSwitch
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTexture
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTexture2DArray
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTexture2DArrayParameter
      • Description
    • VisualShaderNodeTexture2DParameter
      • Description
    • VisualShaderNodeTexture3D
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTexture3DParameter
      • Description
    • VisualShaderNodeTextureParameter
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTextureParameterTriplanar
      • Description
    • VisualShaderNodeTextureSDF
      • Description
    • VisualShaderNodeTextureSDFNormal
      • Description
    • VisualShaderNodeTransformCompose
      • Description
    • VisualShaderNodeTransformConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTransformDecompose
      • Description
    • VisualShaderNodeTransformFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTransformOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeTransformParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeTransformVecMult
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUIntConstant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeUIntFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUIntOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUIntParameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeUVFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeUVPolarCoord
      • Description
    • VisualShaderNodeVarying
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVaryingGetter
      • Description
    • VisualShaderNodeVaryingSetter
      • Description
    • VisualShaderNodeVec2Constant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec2Parameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec3Constant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec3Parameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec4Constant
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVec4Parameter
      • Description
      • Properties
      • Property Descriptions
    • VisualShaderNodeVectorBase
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeVectorCompose
      • Description
    • VisualShaderNodeVectorDecompose
      • Description
    • VisualShaderNodeVectorDistance
      • Description
    • VisualShaderNodeVectorFunc
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeVectorLen
      • Description
    • VisualShaderNodeVectorOp
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • VisualShaderNodeVectorRefract
      • Description
    • VisualShaderNodeWorldPositionFromDepth
      • Description
    • VoxelGIData
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • World2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • World3D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • WorldBoundaryShape2D
      • Description
      • Properties
      • Property Descriptions
    • WorldBoundaryShape3D
      • Description
      • Properties
      • Property Descriptions
    • X509Certificate
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
  • Other objects
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    • AStar2D
      • Description
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      • Description
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      • Description
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    • AudioEffectInstance
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      • Description
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    • AudioStreamGeneratorPlayback
      • Description
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      • Description
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      • Description
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    • CallbackTweener
      • Description
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    • CameraFeed
      • Description
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      • Description
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    • CharFXTransform
      • Description
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      • Description
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      • Description
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      • Description
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      • Description
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    • DTLSServer
      • Description
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    • EditorDebuggerPlugin
      • Description
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      • Description
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    • EditorExportPlatform
      • Description
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    • EditorExportPlatformAndroid
      • Tutorials
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      • Tutorials
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      • Tutorials
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      • Tutorials
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      • Tutorials
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      • Description
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    • EditorFeatureProfile
      • Description
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    • EditorFileSystemDirectory
      • Description
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      • Description
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      • Method Descriptions
    • EditorImportPlugin
      • Description
      • Tutorials
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    • EditorInspectorPlugin
      • Description
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    • EditorInterface
      • Description
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    • EditorNode3DGizmo
      • Description
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    • EditorResourceConversionPlugin
      • Description
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      • Description
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      • Description
      • Methods
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    • EditorSceneFormatImporter
      • Description
      • Methods
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    • EditorSceneFormatImporterBlend
      • Description
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      • Description
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    • EditorScenePostImport
      • Description
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      • Description
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    • EditorScript
      • Description
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    • EditorSelection
      • Description
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      • Description
      • Methods
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      • Description
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    • EditorVCSInterface
      • Description
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    • EncodedObjectAsID
      • Description
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    • ENetConnection
      • Description
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    • ENetMultiplayerPeer
      • Description
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      • Description
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      • Description
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      • Description
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      • Methods
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      • Description
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      • Description
      • Methods
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    • GodotSharp
      • Description
      • Methods
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    • HashingContext
      • Description
      • Methods
      • Enumerations
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    • HMACContext
      • Description
      • Methods
      • Method Descriptions
    • HTTPClient
      • Description
      • Tutorials
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    • ImageFormatLoader
      • Description
      • Enumerations
    • ImageFormatLoaderExtension
      • Description
      • Methods
      • Method Descriptions
    • Input
      • Description
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      • Property Descriptions
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    • InputMap
      • Description
      • Tutorials
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    • IntervalTweener
      • Description
    • IP
      • Description
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    • JavaClass
    • JavaClassWrapper
      • Methods
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      • Description
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    • JavaScriptObject
      • Description
    • JNISingleton
      • Description
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    • JSONRPC
      • Description
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    • KinematicCollision2D
      • Description
      • Methods
      • Method Descriptions
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      • Description
      • Methods
      • Method Descriptions
    • Lightmapper
      • Description
    • LightmapperRD
      • Description
    • MainLoop
      • Description
      • Methods
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    • Marshalls
      • Description
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    • MeshConvexDecompositionSettings
      • Description
      • Properties
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    • MeshDataTool
      • Description
      • Tutorials
      • Methods
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    • MethodTweener
      • Description
      • Methods
      • Method Descriptions
    • MobileVRInterface
      • Description
      • Properties
      • Property Descriptions
    • MovieWriter
      • Description
      • Methods
      • Method Descriptions
    • MultiplayerAPI
      • Description
      • Properties
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    • MultiplayerAPIExtension
      • Description
      • Methods
      • Method Descriptions
    • MultiplayerPeer
      • Description
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    • MultiplayerPeerExtension
      • Description
      • Methods
      • Method Descriptions
    • Mutex
      • Description
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      • Method Descriptions
    • NavigationMeshGenerator
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NavigationPathQueryParameters2D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • NavigationPathQueryParameters3D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • NavigationPathQueryResult2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NavigationPathQueryResult3D
      • Description
      • Tutorials
      • Properties
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      • Property Descriptions
      • Method Descriptions
    • NavigationServer2D
      • Description
      • Tutorials
      • Methods
      • Signals
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    • NavigationServer3D
      • Description
      • Tutorials
      • Methods
      • Signals
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      • Method Descriptions
    • Node
      • Description
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      • Properties
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    • Node3DGizmo
    • OfflineMultiplayerPeer
      • Description
    • OggPacketSequencePlayback
    • OpenXRAPIExtension
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • OpenXRExtensionWrapperExtension
      • Description
      • Methods
      • Method Descriptions
    • OpenXRInteractionProfileMetadata
      • Description
      • Methods
      • Method Descriptions
    • OpenXRInterface
      • Description
      • Tutorials
      • Properties
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      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • OS
      • Description
      • Tutorials
      • Properties
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      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PackedDataContainerRef
      • Description
      • Methods
      • Method Descriptions
    • PacketPeer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PacketPeerDTLS
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PacketPeerExtension
      • Methods
      • Method Descriptions
    • PacketPeerStream
      • Description
      • Properties
      • Property Descriptions
    • PacketPeerUDP
      • Description
      • Methods
      • Method Descriptions
    • PCKPacker
      • Description
      • Methods
      • Method Descriptions
    • Performance
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsDirectBodyState2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsDirectBodyState2DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsDirectBodyState3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsDirectBodyState3DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState2D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState2DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState3D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PhysicsDirectSpaceState3DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsPointQueryParameters2D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsPointQueryParameters3D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsRayQueryParameters2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsRayQueryParameters3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsServer2D
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsServer2DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer2DManager
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer3D
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsServer3DExtension
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer3DManager
      • Description
      • Methods
      • Method Descriptions
    • PhysicsServer3DRenderingServerHandler
      • Methods
      • Method Descriptions
    • PhysicsShapeQueryParameters2D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsShapeQueryParameters3D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsTestMotionParameters2D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsTestMotionParameters3D
      • Description
      • Properties
      • Property Descriptions
    • PhysicsTestMotionResult2D
      • Description
      • Methods
      • Method Descriptions
    • PhysicsTestMotionResult3D
      • Description
      • Methods
      • Method Descriptions
    • ProjectSettings
      • Description
      • Tutorials
      • Properties
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      • Signals
      • Property Descriptions
      • Method Descriptions
    • PropertyTweener
      • Description
      • Methods
      • Method Descriptions
    • RandomNumberGenerator
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDAttachmentFormat
      • Description
      • Properties
      • Property Descriptions
    • RDFramebufferPass
      • Description
      • Properties
      • Constants
      • Property Descriptions
    • RDPipelineColorBlendState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineColorBlendStateAttachment
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDPipelineDepthStencilState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineMultisampleState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineRasterizationState
      • Description
      • Properties
      • Property Descriptions
    • RDPipelineSpecializationConstant
      • Description
      • Properties
      • Property Descriptions
    • RDSamplerState
      • Description
      • Properties
      • Property Descriptions
    • RDShaderSource
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDTextureFormat
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDTextureView
      • Description
      • Properties
      • Property Descriptions
    • RDUniform
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RDVertexAttribute
      • Description
      • Properties
      • Property Descriptions
    • RefCounted
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • RegEx
      • Description
      • Methods
      • Method Descriptions
    • RegExMatch
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RenderingDevice
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Constants
      • Method Descriptions
    • RenderingServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • RenderSceneBuffers
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneBuffersConfiguration
      • Description
      • Properties
      • Property Descriptions
    • RenderSceneBuffersExtension
      • Description
      • Methods
      • Method Descriptions
    • RenderSceneBuffersRD
      • Description
      • Methods
      • Method Descriptions
    • Resource
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ResourceFormatLoader
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • ResourceFormatSaver
      • Description
      • Methods
      • Method Descriptions
    • ResourceImporter
      • Description
      • Tutorials
      • Enumerations
    • ResourceImporterBitMap
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterBMFont
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterCSVTranslation
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterDynamicFont
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterImage
      • Description
      • Tutorials
    • ResourceImporterImageFont
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterLayeredTexture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterMP3
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterOBJ
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterOggVorbis
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ResourceImporterScene
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterShaderFile
      • Description
    • ResourceImporterTexture
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceImporterTextureAtlas
      • Description
      • Properties
      • Property Descriptions
    • ResourceImporterWAV
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ResourceLoader
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • ResourceSaver
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • ResourceUID
      • Description
      • Methods
      • Constants
      • Method Descriptions
    • SceneMultiplayer
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • SceneState
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • SceneTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SceneTreeTimer
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • ScriptLanguage
    • ScriptLanguageExtension
      • Methods
      • Enumerations
      • Method Descriptions
    • Semaphore
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • SkinReference
      • Methods
      • Method Descriptions
    • StreamPeer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • StreamPeerBuffer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • StreamPeerExtension
      • Methods
      • Method Descriptions
    • StreamPeerGZIP
      • Description
      • Methods
      • Method Descriptions
    • StreamPeerTCP
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • StreamPeerTLS
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • SurfaceTool
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • TCPServer
      • Description
      • Methods
      • Method Descriptions
    • TextLine
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • TextParagraph
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • TextServer
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • TextServerAdvanced
      • Description
    • TextServerDummy
      • Description
    • TextServerExtension
      • Description
      • Methods
      • Method Descriptions
    • TextServerFallback
      • Description
    • TextServerManager
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • ThemeDB
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Thread
      • Description
      • Tutorials
      • Methods
      • Enumerations
      • Method Descriptions
    • TileData
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Time
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • TLSOptions
      • Description
      • Methods
      • Method Descriptions
    • TranslationServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • TreeItem
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • TriangleMesh
      • Description
    • Tween
      • Description
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • Tweener
      • Description
      • Signals
    • UDPServer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • UndoRedo
      • Description
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • UPNP
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • UPNPDevice
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • WeakRef
      • Description
      • Methods
      • Method Descriptions
    • WebRTCDataChannel
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • WebRTCDataChannelExtension
      • Methods
      • Method Descriptions
    • WebRTCMultiplayerPeer
      • Description
      • Methods
      • Method Descriptions
    • WebRTCPeerConnection
      • Description
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • WebRTCPeerConnectionExtension
      • Methods
      • Method Descriptions
    • WebSocketMultiplayerPeer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • WebSocketPeer
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • WebXRInterface
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • WorkerThreadPool
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • XMLParser
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • XRInterface
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • XRInterfaceExtension
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • XRPose
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • XRPositionalTracker
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • XRServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ZIPPacker
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • ZIPReader
      • Description
      • Methods
      • Method Descriptions
  • Editor-only
    • EditorCommandPalette
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • EditorDebuggerPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorDebuggerSession
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorExportPlatform
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorExportPlatformAndroid
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformIOS
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformLinuxBSD
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformMacOS
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformPC
    • EditorExportPlatformWeb
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlatformWindows
      • Tutorials
      • Properties
      • Property Descriptions
    • EditorExportPlugin
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Godot Engine
  • Godot Docs
    • All classes
    • NavigationServer3D

NavigationServer3D¶

Inherits: Object

A server interface for low-level 3D navigation access.

Description¶

NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from AStar3D.

Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.

Note: Most NavigationServer3D changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.

For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than edge_connection_margin to the respective other edge's vertex.

You may assign navigation layers to regions with region_set_navigation_layers, which then can be checked upon when requesting a path with map_get_path. This can be used to allow or deny certain areas for some objects.

To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.

Note: The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.

This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.

Tutorials¶

  • 3D Navmesh Demo

  • Using NavigationServer

Methods¶

RID

agent_create ( )

bool

agent_get_avoidance_enabled ( RID agent ) const

RID

agent_get_map ( RID agent ) const

bool

agent_get_paused ( RID agent ) const

bool

agent_get_use_3d_avoidance ( RID agent ) const

bool

agent_is_map_changed ( RID agent ) const

void

agent_set_avoidance_callback ( RID agent, Callable callback )

void

agent_set_avoidance_enabled ( RID agent, bool enabled )

void

agent_set_avoidance_layers ( RID agent, int layers )

void

agent_set_avoidance_mask ( RID agent, int mask )

void

agent_set_avoidance_priority ( RID agent, float priority )

void

agent_set_height ( RID agent, float height )

void

agent_set_map ( RID agent, RID map )

void

agent_set_max_neighbors ( RID agent, int count )

void

agent_set_max_speed ( RID agent, float max_speed )

void

agent_set_neighbor_distance ( RID agent, float distance )

void

agent_set_paused ( RID agent, bool paused )

void

agent_set_position ( RID agent, Vector3 position )

void

agent_set_radius ( RID agent, float radius )

void

agent_set_time_horizon_agents ( RID agent, float time_horizon )

void

agent_set_time_horizon_obstacles ( RID agent, float time_horizon )

void

agent_set_use_3d_avoidance ( RID agent, bool enabled )

void

agent_set_velocity ( RID agent, Vector3 velocity )

void

agent_set_velocity_forced ( RID agent, Vector3 velocity )

void

bake_from_source_geometry_data ( NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback=Callable() )

void

bake_from_source_geometry_data_async ( NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback=Callable() )

void

free_rid ( RID rid )

bool

get_debug_enabled ( ) const

RID[]

get_maps ( ) const

int

get_process_info ( ProcessInfo process_info ) const

RID

link_create ( )

bool

link_get_enabled ( RID link ) const

Vector3

link_get_end_position ( RID link ) const

float

link_get_enter_cost ( RID link ) const

RID

link_get_map ( RID link ) const

int

link_get_navigation_layers ( RID link ) const

int

link_get_owner_id ( RID link ) const

Vector3

link_get_start_position ( RID link ) const

float

link_get_travel_cost ( RID link ) const

bool

link_is_bidirectional ( RID link ) const

void

link_set_bidirectional ( RID link, bool bidirectional )

void

link_set_enabled ( RID link, bool enabled )

void

link_set_end_position ( RID link, Vector3 position )

void

link_set_enter_cost ( RID link, float enter_cost )

void

link_set_map ( RID link, RID map )

void

link_set_navigation_layers ( RID link, int navigation_layers )

void

link_set_owner_id ( RID link, int owner_id )

void

link_set_start_position ( RID link, Vector3 position )

void

link_set_travel_cost ( RID link, float travel_cost )

RID

map_create ( )

void

map_force_update ( RID map )

RID[]

map_get_agents ( RID map ) const

float

map_get_cell_height ( RID map ) const

float

map_get_cell_size ( RID map ) const

Vector3

map_get_closest_point ( RID map, Vector3 to_point ) const

Vector3

map_get_closest_point_normal ( RID map, Vector3 to_point ) const

RID

map_get_closest_point_owner ( RID map, Vector3 to_point ) const

Vector3

map_get_closest_point_to_segment ( RID map, Vector3 start, Vector3 end, bool use_collision=false ) const

float

map_get_edge_connection_margin ( RID map ) const

float

map_get_link_connection_radius ( RID map ) const

RID[]

map_get_links ( RID map ) const

RID[]

map_get_obstacles ( RID map ) const

PackedVector3Array

map_get_path ( RID map, Vector3 origin, Vector3 destination, bool optimize, int navigation_layers=1 ) const

RID[]

map_get_regions ( RID map ) const

Vector3

map_get_up ( RID map ) const

bool

map_get_use_edge_connections ( RID map ) const

bool

map_is_active ( RID map ) const

void

map_set_active ( RID map, bool active )

void

map_set_cell_height ( RID map, float cell_height )

void

map_set_cell_size ( RID map, float cell_size )

void

map_set_edge_connection_margin ( RID map, float margin )

void

map_set_link_connection_radius ( RID map, float radius )

void

map_set_up ( RID map, Vector3 up )

void

map_set_use_edge_connections ( RID map, bool enabled )

RID

obstacle_create ( )

bool

obstacle_get_avoidance_enabled ( RID obstacle ) const

RID

obstacle_get_map ( RID obstacle ) const

bool

obstacle_get_paused ( RID obstacle ) const

bool

obstacle_get_use_3d_avoidance ( RID obstacle ) const

void

obstacle_set_avoidance_enabled ( RID obstacle, bool enabled )

void

obstacle_set_avoidance_layers ( RID obstacle, int layers )

void

obstacle_set_height ( RID obstacle, float height )

void

obstacle_set_map ( RID obstacle, RID map )

void

obstacle_set_paused ( RID obstacle, bool paused )

void

obstacle_set_position ( RID obstacle, Vector3 position )

void

obstacle_set_radius ( RID obstacle, float radius )

void

obstacle_set_use_3d_avoidance ( RID obstacle, bool enabled )

void

obstacle_set_velocity ( RID obstacle, Vector3 velocity )

void

obstacle_set_vertices ( RID obstacle, PackedVector3Array vertices )

void

parse_source_geometry_data ( NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Node root_node, Callable callback=Callable() )

void

query_path ( NavigationPathQueryParameters3D parameters, NavigationPathQueryResult3D result ) const

void

region_bake_navigation_mesh ( NavigationMesh navigation_mesh, Node root_node )

RID

region_create ( )

Vector3

region_get_connection_pathway_end ( RID region, int connection ) const

Vector3

region_get_connection_pathway_start ( RID region, int connection ) const

int

region_get_connections_count ( RID region ) const

bool

region_get_enabled ( RID region ) const

float

region_get_enter_cost ( RID region ) const

RID

region_get_map ( RID region ) const

int

region_get_navigation_layers ( RID region ) const

int

region_get_owner_id ( RID region ) const

float

region_get_travel_cost ( RID region ) const

bool

region_get_use_edge_connections ( RID region ) const

bool

region_owns_point ( RID region, Vector3 point ) const

void

region_set_enabled ( RID region, bool enabled )

void

region_set_enter_cost ( RID region, float enter_cost )

void

region_set_map ( RID region, RID map )

void

region_set_navigation_layers ( RID region, int navigation_layers )

void

region_set_navigation_mesh ( RID region, NavigationMesh navigation_mesh )

void

region_set_owner_id ( RID region, int owner_id )

void

region_set_transform ( RID region, Transform3D transform )

void

region_set_travel_cost ( RID region, float travel_cost )

void

region_set_use_edge_connections ( RID region, bool enabled )

void

set_active ( bool active )

void

set_debug_enabled ( bool enabled )


Signals¶

avoidance_debug_changed ( )

Emitted when avoidance debug settings are changed. Only available in debug builds.


map_changed ( RID map )

Emitted when a navigation map is updated, when a region moves or is modified.


navigation_debug_changed ( )

Emitted when navigation debug settings are changed. Only available in debug builds.


Enumerations¶

enum ProcessInfo:

ProcessInfo INFO_ACTIVE_MAPS = 0

Constant to get the number of active navigation maps.

ProcessInfo INFO_REGION_COUNT = 1

Constant to get the number of active navigation regions.

ProcessInfo INFO_AGENT_COUNT = 2

Constant to get the number of active navigation agents processing avoidance.

ProcessInfo INFO_LINK_COUNT = 3

Constant to get the number of active navigation links.

ProcessInfo INFO_POLYGON_COUNT = 4

Constant to get the number of navigation mesh polygons.

ProcessInfo INFO_EDGE_COUNT = 5

Constant to get the number of navigation mesh polygon edges.

ProcessInfo INFO_EDGE_MERGE_COUNT = 6

Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.

ProcessInfo INFO_EDGE_CONNECTION_COUNT = 7

Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.

ProcessInfo INFO_EDGE_FREE_COUNT = 8

Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links.


Method Descriptions¶

RID agent_create ( )

Creates the agent.


bool agent_get_avoidance_enabled ( RID agent ) const

Returns true if the provided agent has avoidance enabled.


RID agent_get_map ( RID agent ) const

Returns the navigation map RID the requested agent is currently assigned to.


bool agent_get_paused ( RID agent ) const

Returns true if the specified agent is paused.


bool agent_get_use_3d_avoidance ( RID agent ) const

Returns true if the provided agent uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).


bool agent_is_map_changed ( RID agent ) const

Returns true if the map got changed the previous frame.


void agent_set_avoidance_callback ( RID agent, Callable callback )

Sets the callback Callable that gets called after each avoidance processing step for the agent. The calculated safe_velocity will be dispatched with a signal to the object just before the physics calculations.

Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use agent_set_avoidance_callback again with an empty Callable.


void agent_set_avoidance_enabled ( RID agent, bool enabled )

If enabled is true, the provided agent calculates avoidance.


void agent_set_avoidance_layers ( RID agent, int layers )

Set the agent's avoidance_layers bitmask.


void agent_set_avoidance_mask ( RID agent, int mask )

Set the agent's avoidance_mask bitmask.


void agent_set_avoidance_priority ( RID agent, float priority )

Set the agent's avoidance_priority with a priority between 0.0 (lowest priority) to 1.0 (highest priority).

The specified agent does not adjust the velocity for other agents that would match the avoidance_mask but have a lower `` avoidance_priority``. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.


void agent_set_height ( RID agent, float height )

Updates the provided agent height.


void agent_set_map ( RID agent, RID map )

Puts the agent in the map.


void agent_set_max_neighbors ( RID agent, int count )

Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.


void agent_set_max_speed ( RID agent, float max_speed )

Sets the maximum speed of the agent. Must be positive.


void agent_set_neighbor_distance ( RID agent, float distance )

Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.


void agent_set_paused ( RID agent, bool paused )

If paused is true the specified agent will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.


void agent_set_position ( RID agent, Vector3 position )

Sets the position of the agent in world space.


void agent_set_radius ( RID agent, float radius )

Sets the radius of the agent.


void agent_set_time_horizon_agents ( RID agent, float time_horizon )

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.


void agent_set_time_horizon_obstacles ( RID agent, float time_horizon )

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.


void agent_set_use_3d_avoidance ( RID agent, bool enabled )

Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.

If true the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.

If false the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.


void agent_set_velocity ( RID agent, Vector3 velocity )

Sets velocity as the new wanted velocity for the specified agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use agent_set_velocity_forced as well to reset the internal simulation velocity.


void agent_set_velocity_forced ( RID agent, Vector3 velocity )

Replaces the internal velocity in the collision avoidance simulation with velocity for the specified agent. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.


void bake_from_source_geometry_data ( NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback=Callable() )

Bakes the provided navigation_mesh with the data from the provided source_geometry_data. After the process is finished the optional callback will be called.


void bake_from_source_geometry_data_async ( NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback=Callable() )

Bakes the provided navigation_mesh with the data from the provided source_geometry_data as an async task running on a background thread. After the process is finished the optional callback will be called.


void free_rid ( RID rid )

Destroys the given RID.


bool get_debug_enabled ( ) const

Returns true when the NavigationServer has debug enabled.


RID[] get_maps ( ) const

Returns all created navigation map RIDs on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.


int get_process_info ( ProcessInfo process_info ) const

Returns information about the current state of the NavigationServer. See ProcessInfo for a list of available states.


RID link_create ( )

Create a new link between two positions on a map.


bool link_get_enabled ( RID link ) const

Returns true if the specified link is enabled.


Vector3 link_get_end_position ( RID link ) const

Returns the ending position of this link.


float link_get_enter_cost ( RID link ) const

Returns the enter cost of this link.


RID link_get_map ( RID link ) const

Returns the navigation map RID the requested link is currently assigned to.


int link_get_navigation_layers ( RID link ) const

Returns the navigation layers for this link.


int link_get_owner_id ( RID link ) const

Returns the ObjectID of the object which manages this link.


Vector3 link_get_start_position ( RID link ) const

Returns the starting position of this link.


float link_get_travel_cost ( RID link ) const

Returns the travel cost of this link.


bool link_is_bidirectional ( RID link ) const

Returns whether this link can be travelled in both directions.


void link_set_bidirectional ( RID link, bool bidirectional )

Sets whether this link can be travelled in both directions.


void link_set_enabled ( RID link, bool enabled )

If enabled is true, the specified link will contribute to its current navigation map.


void link_set_end_position ( RID link, Vector3 position )

Sets the exit position for the link.


void link_set_enter_cost ( RID link, float enter_cost )

Sets the enter_cost for this link.


void link_set_map ( RID link, RID map )

Sets the navigation map RID for the link.


void link_set_navigation_layers ( RID link, int navigation_layers )

Set the links's navigation layers. This allows selecting links from a path request (when using map_get_path).


void link_set_owner_id ( RID link, int owner_id )

Set the ObjectID of the object which manages this link.


void link_set_start_position ( RID link, Vector3 position )

Sets the entry position for this link.


void link_set_travel_cost ( RID link, float travel_cost )

Sets the travel_cost for this link.


RID map_create ( )

Create a new map.


void map_force_update ( RID map )

This function immediately forces synchronization of the specified navigation map RID. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).

Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.

Avoidance processing and dispatch of the safe_velocity signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.

Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.


RID[] map_get_agents ( RID map ) const

Returns all navigation agents RIDs that are currently assigned to the requested navigation map.


float map_get_cell_height ( RID map ) const

Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.


float map_get_cell_size ( RID map ) const

Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.


Vector3 map_get_closest_point ( RID map, Vector3 to_point ) const

Returns the point closest to the provided to_point on the navigation mesh surface.


Vector3 map_get_closest_point_normal ( RID map, Vector3 to_point ) const

Returns the normal for the point returned by map_get_closest_point.


RID map_get_closest_point_owner ( RID map, Vector3 to_point ) const

Returns the owner region RID for the point returned by map_get_closest_point.


Vector3 map_get_closest_point_to_segment ( RID map, Vector3 start, Vector3 end, bool use_collision=false ) const

Returns the closest point between the navigation surface and the segment.


float map_get_edge_connection_margin ( RID map ) const

Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.


float map_get_link_connection_radius ( RID map ) const

Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.


RID[] map_get_links ( RID map ) const

Returns all navigation link RIDs that are currently assigned to the requested navigation map.


RID[] map_get_obstacles ( RID map ) const

Returns all navigation obstacle RIDs that are currently assigned to the requested navigation map.


PackedVector3Array map_get_path ( RID map, Vector3 origin, Vector3 destination, bool optimize, int navigation_layers=1 ) const

Returns the navigation path to reach the destination from the origin. navigation_layers is a bitmask of all region navigation layers that are allowed to be in the path.


RID[] map_get_regions ( RID map ) const

Returns all navigation regions RIDs that are currently assigned to the requested navigation map.


Vector3 map_get_up ( RID map ) const

Returns the map's up direction.


bool map_get_use_edge_connections ( RID map ) const

Returns true if the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


bool map_is_active ( RID map ) const

Returns true if the map is active.


void map_set_active ( RID map, bool active )

Sets the map active.


void map_set_cell_height ( RID map, float cell_height )

Sets the map cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height of the used navigation meshes.


void map_set_cell_size ( RID map, float cell_size )

Sets the map cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size of the used navigation meshes.


void map_set_edge_connection_margin ( RID map, float margin )

Set the map edge connection margin used to weld the compatible region edges.


void map_set_link_connection_radius ( RID map, float radius )

Set the map's link connection radius used to connect links to navigation polygons.


void map_set_up ( RID map, Vector3 up )

Sets the map up direction.


void map_set_use_edge_connections ( RID map, bool enabled )

Set the navigation map edge connection use. If enabled is true, the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


RID obstacle_create ( )

Creates a new obstacle.


bool obstacle_get_avoidance_enabled ( RID obstacle ) const

Returns true if the provided obstacle has avoidance enabled.


RID obstacle_get_map ( RID obstacle ) const

Returns the navigation map RID the requested obstacle is currently assigned to.


bool obstacle_get_paused ( RID obstacle ) const

Returns true if the specified obstacle is paused.


bool obstacle_get_use_3d_avoidance ( RID obstacle ) const

Returns true if the provided obstacle uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).


void obstacle_set_avoidance_enabled ( RID obstacle, bool enabled )

If enabled is true, the provided obstacle affects avoidance using agents.


void obstacle_set_avoidance_layers ( RID obstacle, int layers )

Set the obstacles's avoidance_layers bitmask.


void obstacle_set_height ( RID obstacle, float height )

Sets the height for the obstacle. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.


void obstacle_set_map ( RID obstacle, RID map )

Assigns the obstacle to a navigation map.


void obstacle_set_paused ( RID obstacle, bool paused )

If paused is true the specified obstacle will not be processed, e.g. affect avoidance velocities.


void obstacle_set_position ( RID obstacle, Vector3 position )

Updates the position in world space for the obstacle.


void obstacle_set_radius ( RID obstacle, float radius )

Sets the radius of the dynamic obstacle.


void obstacle_set_use_3d_avoidance ( RID obstacle, bool enabled )

Sets if the obstacle uses the 2D avoidance or the 3D avoidance while avoidance is enabled.


void obstacle_set_velocity ( RID obstacle, Vector3 velocity )

Sets velocity of the dynamic obstacle. Allows other agents to better predict the movement of the dynamic obstacle. Only works in combination with the radius of the obstacle.


void obstacle_set_vertices ( RID obstacle, PackedVector3Array vertices )

Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.


void parse_source_geometry_data ( NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Node root_node, Callable callback=Callable() )

Parses the SceneTree for source geometry according to the properties of navigation_mesh. Updates the provided source_geometry_data resource with the resulting data. The resource can then be used to bake a navigation mesh with bake_from_source_geometry_data. After the process is finished the optional callback will be called.

Note: This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.

Performance: While convenient, reading data arrays from Mesh resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the RenderingServer in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.


void query_path ( NavigationPathQueryParameters3D parameters, NavigationPathQueryResult3D result ) const

Queries a path in a given navigation map. Start and target position and other parameters are defined through NavigationPathQueryParameters3D. Updates the provided NavigationPathQueryResult3D result object with the path among other results requested by the query.


void region_bake_navigation_mesh ( NavigationMesh navigation_mesh, Node root_node )

Bakes the navigation_mesh with bake source geometry collected starting from the root_node.

Deprecated. This function is deprecated due to core threading changes. To upgrade existing code, first create a NavigationMeshSourceGeometryData3D resource. Use this resource with parse_source_geometry_data to parse the SceneTree for nodes that should contribute to the navigation mesh baking. The SceneTree parsing needs to happen on the main thread. After the parsing is finished use the resource with bake_from_source_geometry_data to bake a navigation mesh.


RID region_create ( )

Creates a new region.


Vector3 region_get_connection_pathway_end ( RID region, int connection ) const

Returns the ending point of a connection door. connection is an index between 0 and the return value of region_get_connections_count.


Vector3 region_get_connection_pathway_start ( RID region, int connection ) const

Returns the starting point of a connection door. connection is an index between 0 and the return value of region_get_connections_count.


int region_get_connections_count ( RID region ) const

Returns how many connections this region has with other regions in the map.


bool region_get_enabled ( RID region ) const

Returns true if the specified region is enabled.


float region_get_enter_cost ( RID region ) const

Returns the enter cost of this region.


RID region_get_map ( RID region ) const

Returns the navigation map RID the requested region is currently assigned to.


int region_get_navigation_layers ( RID region ) const

Returns the region's navigation layers.


int region_get_owner_id ( RID region ) const

Returns the ObjectID of the object which manages this region.


float region_get_travel_cost ( RID region ) const

Returns the travel cost of this region.


bool region_get_use_edge_connections ( RID region ) const

Returns true if the navigation region is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


bool region_owns_point ( RID region, Vector3 point ) const

Returns true if the provided point in world space is currently owned by the provided navigation region. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.

If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.

Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.


void region_set_enabled ( RID region, bool enabled )

If enabled is true, the specified region will contribute to its current navigation map.


void region_set_enter_cost ( RID region, float enter_cost )

Sets the enter_cost for this region.


void region_set_map ( RID region, RID map )

Sets the map for the region.


void region_set_navigation_layers ( RID region, int navigation_layers )

Set the region's navigation layers. This allows selecting regions from a path request (when using map_get_path).


void region_set_navigation_mesh ( RID region, NavigationMesh navigation_mesh )

Sets the navigation mesh for the region.


void region_set_owner_id ( RID region, int owner_id )

Set the ObjectID of the object which manages this region.


void region_set_transform ( RID region, Transform3D transform )

Sets the global transformation for the region.


void region_set_travel_cost ( RID region, float travel_cost )

Sets the travel_cost for this region.


void region_set_use_edge_connections ( RID region, bool enabled )

If enabled is true, the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.


void set_active ( bool active )

Control activation of this server.


void set_debug_enabled ( bool enabled )

If true enables debug mode on the NavigationServer.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). This page is an unofficial community-run mirror of the official Godot Engine documentation. (c58600d).

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