var autoAcceptQuit: BoolIf true, the application automatically accepts quitting requests.
var currentScene: Node?The root node of the currently loaded main scene, usually as a direct child of root. See also changeSceneToFile(path:), changeSceneToPacked(packedScene:), and reloadCurrentScene.
var debugCollisionsHint: BoolIf true, collision shapes will be visible when running the game from the editor for debugging purposes.
var debugNavigationHint: BoolIf true, navigation polygons will be visible when running the game from the editor for debugging purposes.
var debugPathsHint: BoolIf true, curves from Path2D and Path3D nodes will be visible when running the game from the editor for debugging purposes.
var editedSceneRoot: Node?The root of the scene currently being edited in the editor. This is usually a direct child of root.
var multiplayerPoll: BoolIf true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during [signal process_frame].
var nodeAdded: Signal1Emitted when the node enters this tree.
var nodeConfigurationWarningChanged: Signal4Emitted when the node’s updateConfigurationWarnings is called. Only emitted in the editor.
var nodeRemoved: Signal2Emitted when the node exits this tree.
var nodeRenamed: Signal3Emitted when the node’s name is changed.
var paused: BoolIf true, the scene tree is considered paused. This causes the following behavior:
var physicsFrame: SimpleSignalEmitted immediately before _physicsProcess(delta:) is called on every node in this tree.
var physicsInterpolation: BoolIf true, the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames.
var processFrame: SimpleSignalEmitted immediately before _process(delta:) is called on every node in this tree.
var quitOnGoBack: BoolIf true, the application quits automatically when navigating back (e.g. using the system “Back” button on Android).
var root: Window?The tree’s root Window. This is top-most Node of the scene tree, and is always present. An absolute NodePath always starts from this node. Children of the root node may include the loaded currentScene, as well as any AutoLoad configured in the Project Settings.
var treeChanged: SimpleSignalEmitted any time the tree’s hierarchy changes (nodes being moved, renamed, etc.).
var treeProcessModeChanged: SimpleSignalEmitted when the processMode of any node inside the tree is changed. Only emitted in the editor, to update the visibility of disabled nodes.
func callGroup(StringName, method: StringName, Variant...)Calls method on each node inside this tree added to the given group. You can pass arguments to method by specifying them at the end of this method call. Nodes that cannot call method (either because the method doesn’t exist or the arguments do not match) are ignored. See also setGroup(_:property:value:) and notifyGroup(_:notification:).
func callGroupFlags(Int64, group: StringName, method: StringName, Variant...)Calls the given method on each node inside this tree added to the given group. Use flags to customize this method’s behavior (see GroupCallFlags). Additional arguments for method can be passed at the end of this method. Nodes that cannot call method (either because the method doesn’t exist or the arguments do not match) are ignored.
func changeSceneToFile(path: String) -> GodotErrorChanges the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance.
func changeSceneToPacked(packedScene: PackedScene?) -> GodotErrorChanges the running scene to a new instance of the given PackedScene (which must be valid).
func createTimer(timeSec: Double, processAlways: Bool, processInPhysics: Bool, ignoreTimeScale: Bool) -> SceneTreeTimer?Returns a new SceneTreeTimer. After timeSec in seconds have passed, the timer will emit [signal SceneTreeTimer.timeout] and will be automatically freed.
func createTween() -> Tween?Creates and returns a new Tween processed in this tree. The Tween will start automatically on the next process frame or physics frame (depending on its Tween.TweenProcessMode).
func getFirstNodeInGroup(StringName) -> Node?Returns the first Node found inside the tree, that has been added to the given group, in scene hierarchy order. Returns null if no match is found. See also getNodesInGroup(_:).
func getFrame() -> IntReturns how many frames have been processed, since the application started. This is not a measurement of elapsed time.
func getMultiplayer(forPath: NodePath) -> MultiplayerAPI?Searches for the MultiplayerAPI configured for the given path, if one does not exist it searches the parent paths until one is found. If the path is empty, or none is found, the default one is returned. See setMultiplayer(_:rootPath:).
func getNodeCount() -> Int32Returns the number of nodes inside this tree.
func getNodeCountInGroup(StringName) -> Int32Returns the number of nodes assigned to the given group.
func getNodesInGroup(StringName) -> ObjectCollection<Node>Returns an GArray containing all nodes inside this tree, that have been added to the given group, in scene hierarchy order.
func getProcessedTweens() -> ObjectCollection<Tween>Returns an GArray of currently existing Tweens in the tree, including paused tweens.
func hasGroup(name: StringName) -> BoolReturns true if a node added to the given group name exists in the tree.
func notifyGroup(StringName, notification: Int32)Calls notification(what:reversed:) with the given notification to all nodes inside this tree added to the group. See also callGroup(_:method:) and setGroup(_:property:value:).
func notifyGroupFlags(callFlags: UInt32, group: StringName, notification: Int32)Calls notification(what:reversed:) with the given notification to all nodes inside this tree added to the group. Use callFlags to customize this method’s behavior (see GroupCallFlags).
func queueDelete(obj: Object?)Queues the given obj to be deleted, calling its Object/free() at the end of the current frame. This method is similar to queueFree.
func quit(exitCode: Int32)Quits the application at the end of the current iteration, with the given exitCode.
func reloadCurrentScene() -> GodotErrorReloads the currently active scene, replacing currentScene with a new instance of its original PackedScene.
func setGroup(StringName, property: String, value: Variant)Sets the given property to value on all nodes inside this tree added to the given group. Nodes that do not have the property are ignored. See also callGroup(_:method:) and notifyGroup(_:notification:).
func setGroupFlags(callFlags: UInt32, group: StringName, property: String, value: Variant)Sets the given property to value on all nodes inside this tree added to the given group. Nodes that do not have the property are ignored. Use callFlags to customize this method’s behavior (see GroupCallFlags).
func setMultiplayer(MultiplayerAPI?, rootPath: NodePath)Sets a custom MultiplayerAPI with the given rootPath (controlling also the relative subpaths), or override the default one if rootPath is empty.
func unloadCurrentScene()If a current scene is loaded, calling this method will unload it.