class

Godot::SceneTree

Inherits Godot::MainLoop < Godot::Object < Reference < Object

Manages the hierarchy of scene nodes and execution loops.

Constructors

new(pointer : Pointer(Void) = Pointer(Void).null)
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Instance methods

auto_accept_quit

Property auto_accept_quit getter

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auto_accept_quit=(val)

Property auto_accept_quit setter

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auto_accept_quit?
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change_scene_to_file(path : String) : Int64
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change_scene_to_node(node : Node) : Int64
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change_scene_to_packed(packed_scene : PackedScene) : Int64
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create_timer(time_sec : Float64, process_always : Bool, process_in_physics : Bool, ignore_time_scale : Bool) : SceneTreeTimer
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create_timer(time_sec : Number, process_always : Bool = true, process_in_physics : Bool = false, ignore_time_scale : Bool = false) : SceneTreeTimer

Creates a SceneTreeTimer with default arguments matching GDScript ergonomics

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create_tween
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current_scene
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current_scene=(current_scene : Node)
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debug_collisions_hint

Property debug_collisions_hint getter

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debug_collisions_hint=(val)

Property debug_collisions_hint setter

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debug_collisions_hint?
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debug_navigation_hint

Property debug_navigation_hint getter

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debug_navigation_hint=(val)

Property debug_navigation_hint setter

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debug_navigation_hint?
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debug_paths_hint

Property debug_paths_hint getter

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debug_paths_hint=(val)

Property debug_paths_hint setter

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debug_paths_hint?
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edited_scene_root

Property edited_scene_root getter

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edited_scene_root=(val)

Property edited_scene_root setter

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get_current_scene
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get_edited_scene_root
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get_first_node_in_group(group : String) : Node
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get_first_node_in_group_as(type : T.class, group_name : String) : T | Nil forall T
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get_frame
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get_multiplayer(for_path : NodePath) : MultiplayerAPI
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get_node_count
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get_node_count_in_group(group : String) : Int64
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get_nodes_in_group(group : String) : Godot::Array
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get_processed_tweens
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get_root
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has_group(name : String) : Bool
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is_accessibility_enabled
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is_accessibility_supported
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is_auto_accept_quit
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is_debugging_collisions_hint
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is_debugging_navigation_hint
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is_debugging_paths_hint
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is_multiplayer_poll_enabled
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is_paused
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is_physics_interpolation_enabled
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is_quit_on_go_back
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multiplayer_poll

Property multiplayer_poll getter

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multiplayer_poll=(val)

Property multiplayer_poll setter

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multiplayer_poll?
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notify_group(group : String, notification : Int64) : Void
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notify_group_flags(call_flags : Int64, group : String, notification : Int64) : Void
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paused

Property paused getter

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paused=(val)

Property paused setter

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paused?
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physics_interpolation

Property physics_interpolation getter

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physics_interpolation=(val)

Property physics_interpolation setter

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physics_interpolation?
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queue_delete(obj : Godot::Object) : Void
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quit(exit_code : Int64) : Void
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quit_on_go_back

Property quit_on_go_back getter

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quit_on_go_back=(val)

Property quit_on_go_back setter

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quit_on_go_back?
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reload_current_scene
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root
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root=(root : Node)
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set_auto_accept_quit(enabled : Bool) : Void
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set_current_scene(child_node : Node) : Void
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set_debug_collisions_hint(enable : Bool) : Void
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set_debug_navigation_hint(enable : Bool) : Void
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set_debug_paths_hint(enable : Bool) : Void
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set_edited_scene_root(scene : Node) : Void
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set_group(group : String, property : String, value : Pointer(Void)) : Void
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set_group_flags(call_flags : Int64, group : String, property : String, value : Pointer(Void)) : Void
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set_multiplayer(multiplayer : MultiplayerAPI, root_path : NodePath) : Void
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set_multiplayer_poll_enabled(enabled : Bool) : Void
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set_pause(enable : Bool) : Void
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set_physics_interpolation_enabled(enabled : Bool) : Void
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set_quit_on_go_back(enabled : Bool) : Void
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unload_current_scene
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Nested types