Class reference
@GlobalScope
Global scope constants and functions.
Description
A list of global scope enumerated constants and built-in functions. This is all that resides in the globals, constants regarding error codes, keycodes, property hints, etc. Singletons are also documented here, since they can be accessed from anywhere. For the entries that can only be accessed from scripts written in GDScript, see @GDScript.
Properties
AudioServer AudioServer
AudioServer AudioServerThe AudioServer singleton.
CameraServer CameraServer
CameraServer CameraServerThe CameraServer singleton.
ClassDB ClassDB
ClassDB ClassDBThe ClassDB singleton.
DisplayServer DisplayServer
DisplayServer DisplayServerThe DisplayServer singleton.
EditorInterface EditorInterface
EditorInterface EditorInterfaceThe EditorInterface singleton. Note: Only available in editor builds.
Engine Engine
Engine EngineThe Engine singleton.
EngineDebugger EngineDebugger
EngineDebugger EngineDebuggerThe EngineDebugger singleton.
GDExtensionManager GDExtensionManager
GDExtensionManager GDExtensionManagerThe GDExtensionManager singleton.
Geometry2D Geometry2D
Geometry2D Geometry2DThe Geometry2D singleton.
Geometry3D Geometry3D
Geometry3D Geometry3DThe Geometry3D singleton.
IP IP
IP IPThe IP singleton.
Input Input
Input InputThe Input singleton.
InputMap InputMap
InputMap InputMapThe InputMap singleton.
JavaClassWrapper JavaClassWrapper
JavaClassWrapper JavaClassWrapperThe JavaClassWrapper singleton. Note: Only implemented on Android.
JavaScriptBridge JavaScriptBridge
JavaScriptBridge JavaScriptBridgeThe JavaScriptBridge singleton. Note: Only implemented on the Web platform.
MCPBridge MCPBridge
MCPBridge MCPBridgeMCPServer MCPServer
MCPServer MCPServerMarshalls Marshalls
Marshalls MarshallsThe Marshalls singleton.
NativeMenu NativeMenu
NativeMenu NativeMenuThe NativeMenu singleton. Note: Only implemented on macOS.
NavigationMeshGenerator NavigationMeshGenerator
NavigationMeshGenerator NavigationMeshGeneratorThe NavigationMeshGenerator singleton.
NavigationServer2D NavigationServer2D
NavigationServer2D NavigationServer2DThe NavigationServer2D singleton.
NavigationServer3D NavigationServer3D
NavigationServer3D NavigationServer3DThe NavigationServer3D singleton.
OS OS
OS OSThe OS singleton.
Performance Performance
Performance PerformanceThe Performance singleton.
PhysicsServer2D PhysicsServer2D
PhysicsServer2D PhysicsServer2DThe PhysicsServer2D singleton.
PhysicsServer2DManager PhysicsServer2DManager
PhysicsServer2DManager PhysicsServer2DManagerThe PhysicsServer2DManager singleton.
PhysicsServer3D PhysicsServer3D
PhysicsServer3D PhysicsServer3DThe PhysicsServer3D singleton.
PhysicsServer3DManager PhysicsServer3DManager
PhysicsServer3DManager PhysicsServer3DManagerThe PhysicsServer3DManager singleton.
ProjectSettings ProjectSettings
ProjectSettings ProjectSettingsThe ProjectSettings singleton.
RenderingServer RenderingServer
RenderingServer RenderingServerThe RenderingServer singleton.
ResourceLoader ResourceLoader
ResourceLoader ResourceLoaderThe ResourceLoader singleton.
ResourceSaver ResourceSaver
ResourceSaver ResourceSaverThe ResourceSaver singleton.
ResourceUID ResourceUID
ResourceUID ResourceUIDThe ResourceUID singleton.
TextServerManager TextServerManager
TextServerManager TextServerManagerThe TextServerManager singleton.
ThemeDB ThemeDB
ThemeDB ThemeDBThe ThemeDB singleton.
Time Time
Time TimeThe Time singleton.
TranslationServer TranslationServer
TranslationServer TranslationServerThe TranslationServer singleton.
WorkerThreadPool WorkerThreadPool
WorkerThreadPool WorkerThreadPoolThe WorkerThreadPool singleton.
XRServer XRServer
XRServer XRServerThe XRServer singleton.
Methods
Variant abs(Variant x)
Variant abs(Variant x)Returns the absolute value of a Variant parameter x (i.e. non-negative value). Supported types: int, float, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i.
var a = abs(-1)
# a is 1
var b = abs(-1.2)
# b is 1.2
var c = abs(Vector2(-3.5, -4))
# c is (3.5, 4)
var d = abs(Vector2i(-5, -6))
# d is (5, 6)
var e = abs(Vector3(-7, 8.5, -3.8))
# e is (7, 8.5, 3.8)
var f = abs(Vector3i(-7, -8, -9))
# f is (7, 8, 9)
Note: For better type safety, use absf(), absi(), Vector2.abs(), Vector2i.abs(), Vector3.abs(), Vector3i.abs(), Vector4.abs(), or Vector4i.abs().
float absf(float x)
float absf(float x)Returns the absolute value of float parameter x (i.e. positive value).
# a is 1.2
var a = absf(-1.2)
int absi(int x)
int absi(int x)Returns the absolute value of int parameter x (i.e. positive value).
# a is 1
var a = absi(-1)
float acos(float x)
float acos(float x)Returns the arc cosine of x in radians. Use to get the angle of cosine x. x will be clamped between -1.0 and 1.0 (inclusive), in order to prevent acos() from returning @GDScript.NAN.
# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)
var c = acos(0.866025)
float acosh(float x)
float acosh(float x)Returns the hyperbolic arc (also called inverse) cosine of x, returning a value in radians. Use it to get the angle from an angle's cosine in hyperbolic space if x is larger or equal to 1. For values of x lower than 1, it will return 0, in order to prevent acosh() from returning @GDScript.NAN.
var a = acosh(2) # Returns 1.31695789692482
cosh(a) # Returns 2
var b = acosh(-1) # Returns 0
float angle_difference(float from, float to)
float angle_difference(float from, float to)Returns the difference between the two angles (in radians), in the range of [-PI, +PI]. When from and to are opposite, returns -PI if from is smaller than to, or PI otherwise.
float asin(float x)
float asin(float x)Returns the arc sine of x in radians. Use to get the angle of sine x. x will be clamped between -1.0 and 1.0 (inclusive), in order to prevent asin() from returning @GDScript.NAN.
# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)
var s = asin(0.5)
float asinh(float x)
float asinh(float x)Returns the hyperbolic arc (also called inverse) sine of x, returning a value in radians. Use it to get the angle from an angle's sine in hyperbolic space.
var a = asinh(0.9) # Returns 0.8088669356527824
sinh(a) # Returns 0.9
float atan(float x)
float atan(float x)Returns the arc tangent of x in radians. Use it to get the angle from an angle's tangent in trigonometry. The method cannot know in which quadrant the angle should fall. See atan2() if you have both y and [code skip-lint]x[/code].
var a = atan(0.5) # a is 0.463648
If x is between -PI / 2 and PI / 2 (inclusive), atan(tan(x)) is equal to x.
float atan2(float y, float x)
float atan2(float y, float x)Returns the arc tangent of y/x in radians. Use to get the angle of tangent y/x. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant. Important note: The Y coordinate comes first, by convention.
var a = atan2(0, -1) # a is 3.141593
float atanh(float x)
float atanh(float x)Returns the hyperbolic arc (also called inverse) tangent of x, returning a value in radians. Use it to get the angle from an angle's tangent in hyperbolic space if x is between -1 and 1 (non-inclusive). In mathematics, the inverse hyperbolic tangent is only defined for -1 < x < 1 in the real set, so values equal or lower to -1 for x return negative @GDScript.INF and values equal or higher than 1 return positive @GDScript.INF in order to prevent atanh() from returning @GDScript.NAN.
var a = atanh(0.9) # Returns 1.47221948958322
tanh(a) # Returns 0.9
var b = atanh(-2) # Returns -inf
tanh(b) # Returns -1
float bezier_derivative(float start, float control_1, float control_2, float end, float t)
float bezier_derivative(float start, float control_1, float control_2, float end, float t)Returns the derivative at the given t on a one-dimensional Bézier curve defined by the given control_1, control_2, and end points.
float bezier_interpolate(float start, float control_1, float control_2, float end, float t)
float bezier_interpolate(float start, float control_1, float control_2, float end, float t)Returns the point at the given t on a one-dimensional Bézier curve defined by the given control_1, control_2, and end points.
Variant bytes_to_var(PackedByteArray bytes)
Variant bytes_to_var(PackedByteArray bytes)Decodes a byte array back to a Variant value, without decoding objects. Note: If you need object deserialization, see bytes_to_var_with_objects().
Variant bytes_to_var_with_objects(PackedByteArray bytes)
Variant bytes_to_var_with_objects(PackedByteArray bytes)Decodes a byte array back to a Variant value. Decoding objects is allowed. Warning: Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Variant ceil(Variant x)
Variant ceil(Variant x)Rounds x upward (towards positive infinity), returning the smallest whole number that is not less than x. Supported types: int, float, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i.
var i = ceil(1.45) # i is 2.0
i = ceil(1.001) # i is 2.0
See also floor(), round(), and snapped(). Note: For better type safety, use ceilf(), ceili(), Vector2.ceil(), Vector3.ceil(), or Vector4.ceil().
float ceilf(float x)
float ceilf(float x)Rounds x upward (towards positive infinity), returning the smallest whole number that is not less than x. A type-safe version of ceil(), returning a float.
int ceili(float x)
int ceili(float x)Rounds x upward (towards positive infinity), returning the smallest whole number that is not less than x. A type-safe version of ceil(), returning an int.
Variant clamp(Variant value, Variant min, Variant max)
Variant clamp(Variant value, Variant min, Variant max)Clamps the value, returning a Variant not less than min and not more than max. Any values that can be compared with the less than and greater than operators will work.
var a = clamp(-10, -1, 5)
# a is -1
var b = clamp(8.1, 0.9, 5.5)
# b is 5.5
Note: For better type safety, use clampf(), clampi(), Vector2.clamp(), Vector2i.clamp(), Vector3.clamp(), Vector3i.clamp(), Vector4.clamp(), Vector4i.clamp(), or Color.clamp() (not currently supported by this method). Note: When using this on vectors it will not perform component-wise clamping, and will pick min if value < min or max if value > max. To perform component-wise clamping use the methods listed above.
float clampf(float value, float min, float max)
float clampf(float value, float min, float max)Clamps the value, returning a float not less than min and not more than max.
var speed = 42.1
var a = clampf(speed, 1.0, 20.5) # a is 20.5
speed = -10.0
var b = clampf(speed, -1.0, 1.0) # b is -1.0
int clampi(int value, int min, int max)
int clampi(int value, int min, int max)Clamps the value, returning an int not less than min and not more than max.
var speed = 42
var a = clampi(speed, 1, 20) # a is 20
speed = -10
var b = clampi(speed, -1, 1) # b is -1
float cos(float angle_rad)
float cos(float angle_rad)Returns the cosine of angle angle_rad in radians.
cos(PI * 2) # Returns 1.0
cos(PI) # Returns -1.0
cos(deg_to_rad(90)) # Returns 0.0
float cosh(float x)
float cosh(float x)Returns the hyperbolic cosine of x in radians.
print(cosh(1)) # Prints 1.543081
float cubic_interpolate(float from, float to, float pre, float post, float weight)
float cubic_interpolate(float from, float to, float pre, float post, float weight)Cubic interpolates between two values by the factor defined in weight with pre and post values.
float cubic_interpolate_angle(float from, float to, float pre, float post, float weight)
float cubic_interpolate_angle(float from, float to, float pre, float post, float weight)Cubic interpolates between two rotation values with shortest path by the factor defined in weight with pre and post values. See also lerp_angle().
float cubic_interpolate_angle_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)
float cubic_interpolate_angle_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)Cubic interpolates between two rotation values with shortest path by the factor defined in weight with pre and post values. See also lerp_angle(). It can perform smoother interpolation than cubic_interpolate() by the time values.
float cubic_interpolate_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)
float cubic_interpolate_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)Cubic interpolates between two values by the factor defined in weight with pre and post values. It can perform smoother interpolation than cubic_interpolate() by the time values.
float db_to_linear(float db)
float db_to_linear(float db)Converts from decibels to linear energy (audio).
float deg_to_rad(float deg)
float deg_to_rad(float deg)Converts an angle expressed in degrees to radians.
var r = deg_to_rad(180) # r is 3.141593
float ease(float x, float curve)
float ease(float x, float curve)Returns an "eased" value of x based on an easing function defined with curve. This easing function is based on an exponent. The curve can be any floating-point number, with specific values leading to the following behaviors:
- Lower than -1.0 (exclusive): Ease in-out
- -1.0: Linear
- Between -1.0 and 0.0 (exclusive): Ease out-in
- 0.0: Constant
- Between 0.0 to 1.0 (exclusive): Ease out
- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
ease() curve values cheatsheet See also smoothstep(). If you need to perform more advanced transitions, use Tween.interpolate_value().
String error_string(int error)
String error_string(int error)Returns a human-readable name for the given Error code.
print(OK) # Prints 0
print(error_string(OK)) # Prints "OK"
print(error_string(ERR_BUSY)) # Prints "Busy"
print(error_string(ERR_OUT_OF_MEMORY)) # Prints "Out of memory"
float exp(float x)
float exp(float x)The natural exponential function. It raises the mathematical constant e to the power of x and returns it. e has an approximate value of 2.71828, and can be obtained with exp(1). For exponents to other bases use the method pow().
var a = exp(2) # Approximately 7.39
Variant floor(Variant x)
Variant floor(Variant x)Rounds x downward (towards negative infinity), returning the largest whole number that is not more than x. Supported types: int, float, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i.
var a = floor(2.99) # a is 2.0
a = floor(-2.99) # a is -3.0
See also ceil(), round(), and snapped(). Note: For better type safety, use floorf(), floori(), Vector2.floor(), Vector3.floor(), or Vector4.floor().
float floorf(float x)
float floorf(float x)Rounds x downward (towards negative infinity), returning the largest whole number that is not more than x. A type-safe version of floor(), returning a float.
int floori(float x)
int floori(float x)Rounds x downward (towards negative infinity), returning the largest whole number that is not more than x. A type-safe version of floor(), returning an int. Note: This function is not the same as int(x), which rounds towards 0.
float fmod(float x, float y)
float fmod(float x, float y)Returns the floating-point remainder of x divided by y, keeping the sign of x.
var remainder = fmod(7, 5.5) # remainder is 1.5
For the integer remainder operation, use the % operator.
float fposmod(float x, float y)
float fposmod(float x, float y)Returns the floating-point modulus of x divided by y, wrapping equally in positive and negative.
print(" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))")
for i in 7:
var x = i * 0.5 - 1.5
print("%4.1f %4.1f | %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
Prints:
(x) (fmod(x, 1.5)) (fposmod(x, 1.5))
-1.5 -0.0 | 0.0
-1.0 -1.0 | 0.5
-0.5 -0.5 | 1.0
0.0 0.0 | 0.0
0.5 0.5 | 0.5
1.0 1.0 | 1.0
1.5 0.0 | 0.0
int hash(Variant variable)
int hash(Variant variable)Returns the integer hash of the passed variable.
print(hash("a")) # Prints 177670
GD.Print(GD.Hash("a")); // Prints 177670
Object instance_from_id(int instance_id)
Object instance_from_id(int instance_id)Returns the Object that corresponds to instance_id. All Objects have a unique instance ID. See also Object.get_instance_id().
var drink = "water"
func _ready():
var id = get_instance_id()
var instance = instance_from_id(id)
print(instance.drink) # Prints "water"
public partial class MyNode : Node
{
public string Drink { get; set; } = "water";
public override void _Ready()
{
ulong id = GetInstanceId();
var instance = (MyNode)InstanceFromId(Id);
GD.Print(instance.Drink); // Prints "water"
}
}
float inverse_lerp(float from, float to, float weight)
float inverse_lerp(float from, float to, float weight)Returns an interpolation or extrapolation factor considering the range specified in from and to, and the interpolated value specified in weight. The returned value will be between 0.0 and 1.0 if weight is between from and to (inclusive). If weight is located outside this range, then an extrapolation factor will be returned (return value lower than 0.0 or greater than 1.0). Use clamp() on the result of inverse_lerp() if this is not desired.
# The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
# middle is now 27.5.
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
# ratio is now 0.75.
See also lerp(), which performs the reverse of this operation, and remap() to map a continuous series of values to another.
bool is_equal_approx(float a, float b)
bool is_equal_approx(float a, float b)Returns true if a and b are approximately equal to each other. Here, "approximately equal" means that a and b are within a small internal epsilon of each other, which scales with the magnitude of the numbers. Infinity values of the same sign are considered equal.
bool is_finite(float x)
bool is_finite(float x)Returns whether x is a finite value, i.e. it is not @GDScript.NAN, positive infinity, or negative infinity. See also is_inf() and is_nan().
bool is_inf(float x)
bool is_inf(float x)Returns true if x is either positive infinity or negative infinity. See also is_finite() and is_nan().
bool is_instance_id_valid(int id)
bool is_instance_id_valid(int id)Returns true if the Object that corresponds to id is a valid object (e.g. has not been deleted from memory). All Objects have a unique instance ID.
bool is_instance_valid(Variant instance)
bool is_instance_valid(Variant instance)Returns true if instance is a valid Object (e.g. has not been deleted from memory).
bool is_nan(float x)
bool is_nan(float x)Returns true if x is a NaN ("Not a Number" or invalid) value. This method is needed as @GDScript.NAN is not equal to itself, which means x == NAN can't be used to check whether a value is a NaN.
bool is_same(Variant a, Variant b)
bool is_same(Variant a, Variant b)Returns true, for value types, if a and b share the same value. Returns true, for reference types, if the references of a and b are the same.
# Vector2 is a value type
var vec2_a = Vector2(0, 0)
var vec2_b = Vector2(0, 0)
var vec2_c = Vector2(1, 1)
is_same(vec2_a, vec2_a) # true
is_same(vec2_a, vec2_b) # true
is_same(vec2_a, vec2_c) # false
# Array is a reference type
var arr_a = []
var arr_b = []
is_same(arr_a, arr_a) # true
is_same(arr_a, arr_b) # false
These are Variant value types: null, bool, int, float, String, StringName, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i, Rect2, Rect2i, Transform2D, Transform3D, Plane, Quaternion, AABB, Basis, Projection, Color, NodePath, RID, Callable and Signal. These are Variant reference types: Object, Dictionary, Array, PackedByteArray, PackedInt32Array, PackedInt64Array, PackedFloat32Array, PackedFloat64Array, PackedStringArray, PackedVector2Array, PackedVector3Array, PackedVector4Array, and PackedColorArray.
bool is_zero_approx(float x)
bool is_zero_approx(float x)Returns true if x is zero or almost zero. The comparison is done using a tolerance calculation with a small internal epsilon. This function is faster than using is_equal_approx() with one value as zero.
Variant lerp(Variant from, Variant to, float weight)
Variant lerp(Variant from, Variant to, float weight)Linearly interpolates between two values by the factor defined in weight. To perform interpolation, weight should be between 0.0 and 1.0 (inclusive). However, values outside this range are allowed and can be used to perform extrapolation. If this is not desired, use clampf() to limit weight. Both from and to must be the same type. Supported types: int, float, Vector2, Vector3, Vector4, Color, Quaternion, Basis, Transform2D, Transform3D.
lerp(0, 4, 0.75) # Returns 3.0
See also inverse_lerp() which performs the reverse of this operation. To perform eased interpolation with lerp(), combine it with ease() or smoothstep(). See also remap() to map a continuous series of values to another. Note: For better type safety, use lerpf(), Vector2.lerp(), Vector3.lerp(), Vector4.lerp(), Color.lerp(), Quaternion.slerp(), Basis.slerp(), Transform2D.interpolate_with(), or Transform3D.interpolate_with().
float lerp_angle(float from, float to, float weight)
float lerp_angle(float from, float to, float weight)Linearly interpolates between two angles (in radians) by a weight value between 0.0 and 1.0. Similar to lerp(), but interpolates correctly when the angles wrap around @GDScript.TAU. To perform eased interpolation with lerp_angle(), combine it with ease() or smoothstep().
extends Sprite
var elapsed = 0.0
func _process(delta):
var min_angle = deg_to_rad(0.0)
var max_angle = deg_to_rad(90.0)
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
Note: This function lerps through the shortest path between from and to. However, when these two angles are approximately PI + k * TAU apart for any integer k, it's not obvious which way they lerp due to floating-point precision errors. For example, lerp_angle(0, PI, weight) lerps counter-clockwise, while lerp_angle(0, PI + 5 * TAU, weight) lerps clockwise.
float lerpf(float from, float to, float weight)
float lerpf(float from, float to, float weight)Linearly interpolates between two values by the factor defined in weight. To perform interpolation, weight should be between 0.0 and 1.0 (inclusive). However, values outside this range are allowed and can be used to perform extrapolation. If this is not desired, use clampf() on the result of this function.
lerpf(0, 4, 0.75) # Returns 3.0
See also inverse_lerp() which performs the reverse of this operation. To perform eased interpolation with lerp(), combine it with ease() or smoothstep().
float linear_to_db(float lin)
float linear_to_db(float lin)Converts from linear energy to decibels (audio). Since volume is not normally linear, this can be used to implement volume sliders that behave as expected. Example: Change the Master bus's volume through a Slider node, which ranges from 0.0 to 1.0:
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db($Slider.value))
float log(float x)
float log(float x)Returns the natural logarithm of x (base e, with e being approximately 2.71828). This is the amount of time needed to reach a certain level of continuous growth. Note: This is not the same as the "log" function on most calculators, which uses a base 10 logarithm. To use base 10 logarithm, use log(x) / log(10).
log(10) # Returns 2.302585
Note: The logarithm of 0 returns -inf, while negative values return -nan.
Variant max() vararg
Variant max() varargReturns the maximum of the given numeric values. This function can take any number of arguments.
max(1, 7, 3, -6, 5) # Returns 7
Note: When using this on vectors it will not perform component-wise maximum, and will pick the largest value when compared using x < y. To perform component-wise maximum, use Vector2.max(), Vector2i.max(), Vector3.max(), Vector3i.max(), Vector4.max(), and Vector4i.max().
float maxf(float a, float b)
float maxf(float a, float b)Returns the maximum of two float values.
maxf(3.6, 24) # Returns 24.0
maxf(-3.99, -4) # Returns -3.99
int maxi(int a, int b)
int maxi(int a, int b)Returns the maximum of two int values.
maxi(1, 2) # Returns 2
maxi(-3, -4) # Returns -3
Variant min() vararg
Variant min() varargReturns the minimum of the given numeric values. This function can take any number of arguments.
min(1, 7, 3, -6, 5) # Returns -6
Note: When using this on vectors it will not perform component-wise minimum, and will pick the smallest value when compared using x < y. To perform component-wise minimum, use Vector2.min(), Vector2i.min(), Vector3.min(), Vector3i.min(), Vector4.min(), and Vector4i.min().
float minf(float a, float b)
float minf(float a, float b)Returns the minimum of two float values.
minf(3.6, 24) # Returns 3.6
minf(-3.99, -4) # Returns -4.0
int mini(int a, int b)
int mini(int a, int b)Returns the minimum of two int values.
mini(1, 2) # Returns 1
mini(-3, -4) # Returns -4
float monotonic_cubic_interpolate(float from, float to, float pre, float post, float weight)
float monotonic_cubic_interpolate(float from, float to, float pre, float post, float weight)Performs monotonic cubic interpolation between from and to using neighboring values pre and post. The interpolation factor weight is typically between 0.0 and 1.0.
Unlike cubic_interpolate(), this method preserves monotonicity by automatically limiting tangents to prevent overshoot between key values. This makes it suitable for animation tracks and other data where values should not exceed surrounding keyframes.
float monotonic_cubic_interpolate_angle(float from, float to, float pre, float post, float weight)
float monotonic_cubic_interpolate_angle(float from, float to, float pre, float post, float weight)Performs monotonic cubic interpolation between angular values, rotating along the shortest path between from and to.
The neighboring angles pre and post are used to compute shape-preserving tangents while accounting for angle wrapping. This prevents overshoot while maintaining continuous rotation. See also lerp_angle().
float monotonic_cubic_interpolate_angle_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)
float monotonic_cubic_interpolate_angle_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)Time-aware version of monotonic_cubic_interpolate_angle().
The interpolation factor is derived from the provided keyframe times, allowing unevenly spaced keyframes to influence tangent calculation. This produces consistent motion when animation keys are not uniformly distributed in time while still preventing overshoot.
float monotonic_cubic_interpolate_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)
float monotonic_cubic_interpolate_in_time(float from, float to, float pre, float post, float weight, float to_t, float pre_t, float post_t)Time-aware version of monotonic_cubic_interpolate().
The interpolation parameter is normalized using the supplied keyframe times, allowing interpolation to account for non-uniform spacing between values. Tangents are computed in a way that preserves monotonicity and prevents overshoot between keyframes.
float move_toward(float from, float to, float delta)
float move_toward(float from, float to, float delta)Moves from toward to by the delta amount. Will not go past to. Use a negative delta value to move away.
move_toward(5, 10, 4) # Returns 9
move_toward(10, 5, 4) # Returns 6
move_toward(5, 10, 9) # Returns 10
move_toward(10, 5, -1.5) # Returns 11.5
int nearest_po2(int value)
int nearest_po2(int value)Returns the smallest integer power of 2 that is greater than or equal to value.
nearest_po2(3) # Returns 4
nearest_po2(4) # Returns 4
nearest_po2(5) # Returns 8
nearest_po2(0) # Returns 0 (this may not be expected)
nearest_po2(-1) # Returns 0 (this may not be expected)
Warning: Due to its implementation, this method returns 0 rather than 1 for values less than or equal to 0, with an exception for value being the smallest negative 64-bit integer (-9223372036854775808) in which case the value is returned unchanged.
float pingpong(float value, float length)
float pingpong(float value, float length)Wraps value between 0 and the length. If the limit is reached, the next value the function returns is decreased to the 0 side or increased to the length side (like a triangle wave). If length is less than zero, it becomes positive.
pingpong(-3.0, 3.0) # Returns 3.0
pingpong(-2.0, 3.0) # Returns 2.0
pingpong(-1.0, 3.0) # Returns 1.0
pingpong(0.0, 3.0) # Returns 0.0
pingpong(1.0, 3.0) # Returns 1.0
pingpong(2.0, 3.0) # Returns 2.0
pingpong(3.0, 3.0) # Returns 3.0
pingpong(4.0, 3.0) # Returns 2.0
pingpong(5.0, 3.0) # Returns 1.0
pingpong(6.0, 3.0) # Returns 0.0
int posmod(int x, int y)
int posmod(int x, int y)Returns the integer modulus of x divided by y that wraps equally in positive and negative.
print("#(i) (i % 3) (posmod(i, 3))")
for i in range(-3, 4):
print("%2d %2d | %2d" % [i, i % 3, posmod(i, 3)])
Prints:
(i) (i % 3) (posmod(i, 3))
-3 0 | 0
-2 -2 | 1
-1 -1 | 2
0 0 | 0
1 1 | 1
2 2 | 2
3 0 | 0
float pow(float base, float exp)
float pow(float base, float exp)Returns the result of base raised to the power of exp. In GDScript, this is the equivalent of the ** operator.
pow(2, 5) # Returns 32.0
pow(4, 1.5) # Returns 8.0
void print() vararg
Converts one or more arguments of any type to string in the best way possible and prints them to the console.
var a = [1, 2, 3]
print("a", "b", a) # Prints "ab[1, 2, 3]"
Godot.Collections.Array a = [1, 2, 3];
GD.Print("a", "b", a); // Prints "ab[1, 2, 3]"
Note: Consider using push_error() and push_warning() to print error and warning messages instead of print() or print_rich(). This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. See also Engine.print_to_stdout and ProjectSettings.application/run/disable_stdout.
void print_rich() vararg
Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. URL tags only support URLs wrapped by a URL tag, not URLs with a different title. When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Support for ANSI escape codes varies across terminal emulators, especially for italic and strikethrough. In standard output, code is represented with faint text but without any font change. Unsupported tags are left as-is in standard output.
[gdscript skip-lint]
print_rich("[color=green][b]Hello world![/b][/color]") # Prints "Hello world!", in green with a bold font.
[/gdscript]
[csharp skip-lint]
GD.PrintRich("[color=green][b]Hello world![/b][/color]"); // Prints "Hello world!", in green with a bold font.
[/csharp]
Note: Consider using push_error() and push_warning() to print error and warning messages instead of print() or print_rich(). This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. Note: Output displayed in the editor supports clickable [code skip-lint]text[/code] tags. The [code skip-lint][url][/code] tag's address value is handled by OS.shell_open() when clicked.
void print_verbose() vararg
If verbose mode is enabled (OS.is_stdout_verbose() returning true), converts one or more arguments of any type to string in the best way possible and prints them to the console.
void printerr() vararg
Prints one or more arguments to strings in the best way possible to standard error line.
printerr("prints to stderr")
GD.PrintErr("prints to stderr");
void printraw() vararg
Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike print(), no newline is automatically added at the end. Note: The OS terminal is not the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Redot from a terminal. On Windows, this requires using the console.exe executable.
# Prints "ABC" to terminal.
printraw("A")
printraw("B")
printraw("C")
// Prints "ABC" to terminal.
GD.PrintRaw("A");
GD.PrintRaw("B");
GD.PrintRaw("C");
void prints() vararg
Prints one or more arguments to the console with a space between each argument.
prints("A", "B", "C") # Prints "A B C"
GD.PrintS("A", "B", "C"); // Prints "A B C"
void printt() vararg
Prints one or more arguments to the console with a tab between each argument.
printt("A", "B", "C") # Prints "A B C"
GD.PrintT("A", "B", "C"); // Prints "A B C"
void push_error() vararg
Pushes an error message to Redot's built-in debugger and to the OS terminal.
push_error("test error") # Prints "test error" to debugger and terminal as an error.
GD.PushError("test error"); // Prints "test error" to debugger and terminal as an error.
Note: This function does not pause project execution. To print an error message and pause project execution in debug builds, use assert(false, "test error") instead.
void push_warning() vararg
Pushes a warning message to Redot's built-in debugger and to the OS terminal.
push_warning("test warning") # Prints "test warning" to debugger and terminal as a warning.
GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as a warning.
float rad_to_deg(float rad)
float rad_to_deg(float rad)Converts an angle expressed in radians to degrees.
rad_to_deg(0.523599) # Returns 30
rad_to_deg(PI) # Returns 180
rad_to_deg(PI * 2) # Returns 360
PackedInt64Array rand_from_seed(int seed)
PackedInt64Array rand_from_seed(int seed)Given a seed, returns a PackedInt64Array of size 2, where its first element is the randomized int value, and the second element is the same as seed. Passing the same seed consistently returns the same array. Note: "Seed" here refers to the internal state of the pseudo random number generator, currently implemented as a 64 bit integer.
var a = rand_from_seed(4)
print(a[0]) # Prints 2879024997
print(a[1]) # Prints 4
float randf()
float randf()Returns a random floating-point value between 0.0 and 1.0 (inclusive).
randf() # Returns e.g. 0.375671
GD.Randf(); // Returns e.g. 0.375671
float randf_range(float from, float to)
float randf_range(float from, float to)Returns a random floating-point value between from and to (inclusive).
randf_range(0, 20.5) # Returns e.g. 7.45315
randf_range(-10, 10) # Returns e.g. -3.844535
GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315
GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535
float randfn(float mean, float deviation)
float randfn(float mean, float deviation)Returns a normally-distributed, pseudo-random floating-point value from the specified mean and a standard deviation. This is also known as a Gaussian distribution. Note: This method uses the Box-Muller transform algorithm.
int randi()
int randi()Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [0, N - 1] (where N is smaller than 2^32).
randi() # Returns random integer between 0 and 2^32 - 1
randi() % 20 # Returns random integer between 0 and 19
randi() % 100 # Returns random integer between 0 and 99
randi() % 100 + 1 # Returns random integer between 1 and 100
GD.Randi(); // Returns random integer between 0 and 2^32 - 1
GD.Randi() % 20; // Returns random integer between 0 and 19
GD.Randi() % 100; // Returns random integer between 0 and 99
GD.Randi() % 100 + 1; // Returns random integer between 1 and 100
int randi_range(int from, int to)
int randi_range(int from, int to)Returns a random signed 32-bit integer between from and to (inclusive). If to is lesser than from, they are swapped.
randi_range(0, 1) # Returns either 0 or 1
randi_range(-10, 1000) # Returns random integer between -10 and 1000
GD.RandRange(0, 1); // Returns either 0 or 1
GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000
void randomize()
Randomizes the seed (or the internal state) of the random number generator. The current implementation uses a number based on the device's time. Note: This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use seed() to initialize the random number generator.
float remap(float value, float istart, float istop, float ostart, float ostop)
float remap(float value, float istart, float istop, float ostart, float ostop)Maps a value from range [istart, istop] to [ostart, ostop]. See also lerp() and inverse_lerp(). If value is outside [istart, istop], then the resulting value will also be outside [ostart, ostop]. If this is not desired, use clamp() on the result of this function.
remap(75, 0, 100, -1, 1) # Returns 0.5
For complex use cases where multiple ranges are needed, consider using Curve or Gradient instead. Note: If istart == istop, the return value is undefined (most likely NaN, INF, or -INF). See also remap_default().
float remap_default(float value, float istart, float istop, float ostart, float ostop, float default_value)
float remap_default(float value, float istart, float istop, float ostart, float ostop, float default_value)Maps a value from range [istart, istop] to [ostart, ostop] and returns default_value if remap() would've returned INF or NAN. See also remap(), lerp() and inverse_lerp(). If value is outside [istart, istop], then the resulting value will also be outside [ostart, ostop]. If this is not desired, use clamp() on the result of this function.
remap_default(75, 0, 100, -1, 1, 3) # Returns 0.5
remap_default(75, 0, 0, -1, 1, 3) # Returns 3.0
For complex use cases where multiple ranges are needed, consider using Curve or Gradient instead.
int rid_allocate_id()
int rid_allocate_id()Allocates a unique ID which can be used by the implementation to construct an RID. This is used mainly from native extensions to implement servers.
RID rid_from_int64(int base)
RID rid_from_int64(int base)Creates an RID from a base. This is used mainly from native extensions to build servers.
float rotate_toward(float from, float to, float delta)
float rotate_toward(float from, float to, float delta)Rotates from toward to by the delta amount. Will not go past to. Similar to move_toward(), but interpolates correctly when the angles wrap around @GDScript.TAU. If delta is negative, this function will rotate away from to, toward the opposite angle, and will not go past the opposite angle.
Variant round(Variant x)
Variant round(Variant x)Rounds x to the nearest whole number, with halfway cases rounded away from 0. Supported types: int, float, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i.
round(2.4) # Returns 2
round(2.5) # Returns 3
round(2.6) # Returns 3
See also floor(), ceil(), and snapped(). Note: For better type safety, use roundf(), roundi(), Vector2.round(), Vector3.round(), or Vector4.round().
float roundf(float x)
float roundf(float x)Rounds x to the nearest whole number, with halfway cases rounded away from 0. A type-safe version of round(), returning a float.
int roundi(float x)
int roundi(float x)Rounds x to the nearest whole number, with halfway cases rounded away from 0. A type-safe version of round(), returning an int.
void seed(int base)
int base)Sets the seed for the random number generator to base. Setting the seed manually can ensure consistent, repeatable results for most random functions.
var my_seed = "Redot Rocks".hash()
seed(my_seed)
var a = randf() + randi()
seed(my_seed)
var b = randf() + randi()
# a and b are now identical
ulong mySeed = (ulong)GD.Hash("Redot Rocks");
GD.Seed(mySeed);
var a = GD.Randf() + GD.Randi();
GD.Seed(mySeed);
var b = GD.Randf() + GD.Randi();
// a and b are now identical
float sigmoid(float x)
float sigmoid(float x)Computes the sigmoid for x, which maps the input value into the range (0, 1). The sigmoid function is defined as:
sigmoid(x) = 1 / (1 + exp(-x))
This is the most accurate implementation of the sigmoid.
var result = sigmoid(0.0) # result is 0.5
var result = sigmoid(1.0) # result is approximately 0.7310
var result = sigmoid(-1.0) # result is approximately 0.2689
var result = sigmoid(5.0) # result is approximately 0.9933
Note: For faster but less accurate approximation, see sigmoid_approx().
float sigmoid_affine(float x, float amplitude, float y_translation)
float sigmoid_affine(float x, float amplitude, float y_translation)Computes an affine-transformed sigmoid for x, which allows scaling by amplitude and translation by y_translation. The affine sigmoid function is defined as:
sigmoid_affine(x, amplitude, y_translation) = (amplitude / (1 + exp(-x))) + y_translation
This function modifies the standard sigmoid by introducing scaling and vertical translation.
var result = sigmoid_affine(0.0, 1.0, 0.0) # result is 0.5
var result = sigmoid_affine(1.0, 2.0, -1.0) # result is approximately 0.4621
var result = sigmoid_affine(-1.0, 3.0, 2.0) # result is approximately 2.8068
var result = sigmoid_affine(1.0, 2.0, 2.5) # result is approximately 3.9621
Note: This is a more accurate but computationally heavier version of the affine sigmoid. For faster approximations, see sigmoid_affine_approx().
float sigmoid_affine_approx(float x, float amplitude, float y_translation)
float sigmoid_affine_approx(float x, float amplitude, float y_translation)Computes an approximation of the affine-transformed sigmoid function for x, allowing scaling by amplitude and translation by y_translation. The approximation function is defined as:
affine_sigmoid_approx(x, amplitude, y_translation) = amplitude * (0.5 + (x / (4 + abs(x)))) + y_translation
This function approximates the affine sigmoid, offering faster computation at the cost of some precision. It is useful in performance-sensitive environments where both transformation and speed are needed.
var result = sigmoid_affine_approx(0.0, 1.0, 0.0) # result is 0.5
var result = sigmoid_affine_approx(2.0, 2.0, 1.0) # result is approximately 2.6667
var result = sigmoid_affine_approx(-1.0, 3.0, 0.5) # result is 1.4
var result = sigmoid_affine_approx(1.0, 2.0, 2.5) # result is 3.9
float sigmoid_approx(float x)
float sigmoid_approx(float x)Computes an approximation of the sigmoid function for x, which maps the input value into the range (0, 1). The approximation function is defined as:
sigmoid_approx(x) = 0.5 + (x / (4 + abs(x)))
This function is faster than the standard sigmoid(), especially useful in performance-sensitive environments where a balance between accuracy and speed is desired.
var result = sigmoid_approx(0.0) # result is 0.5
var result = sigmoid_approx(2.0) # result is approximately 0.8333
var result = sigmoid_approx(-1.0) # result is 0.3
var result = sigmoid_approx(5.0) # result is approximately 1.0555
Variant sign(Variant x)
Variant sign(Variant x)Returns the same type of Variant as x, with -1 for negative values, 1 for positive values, and 0 for zeros. For nan values it returns 0. Supported types: int, float, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i.
sign(-6.0) # Returns -1
sign(0.0) # Returns 0
sign(6.0) # Returns 1
sign(NAN) # Returns 0
sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)
Note: For better type safety, use signf(), signi(), Vector2.sign(), Vector2i.sign(), Vector3.sign(), Vector3i.sign(), Vector4.sign(), or Vector4i.sign().
float signf(float x)
float signf(float x)Returns -1.0 if x is negative, 1.0 if x is positive, and 0.0 if x is zero. For nan values of x it returns 0.0.
signf(-6.5) # Returns -1.0
signf(0.0) # Returns 0.0
signf(6.5) # Returns 1.0
signf(NAN) # Returns 0.0
int signi(int x)
int signi(int x)Returns -1 if x is negative, 1 if x is positive, and 0 if x is zero.
signi(-6) # Returns -1
signi(0) # Returns 0
signi(6) # Returns 1
float sin(float angle_rad)
float sin(float angle_rad)Returns the sine of angle angle_rad in radians.
sin(0.523599) # Returns 0.5
sin(deg_to_rad(90)) # Returns 1.0
float sinh(float x)
float sinh(float x)Returns the hyperbolic sine of x.
var a = log(2.0) # Returns 0.693147
sinh(a) # Returns 0.75
float smoothstep(float from, float to, float x)
float smoothstep(float from, float to, float x)Returns a smooth cubic Hermite interpolation between 0 and 1. For positive ranges (when from <= to) the return value is 0 when x <= from, and 1 when x >= to. If x lies between from and to, the return value follows an S-shaped curve that smoothly transitions from 0 to 1. For negative ranges (when from > to) the function is mirrored and returns 1 when x <= to and 0 when x >= from. This S-shaped curve is the cubic Hermite interpolator, given by f(y) = 3*y^2 - 2*y^3 where y = (x-from) / (to-from).
smoothstep(0, 2, -5.0) # Returns 0.0
smoothstep(0, 2, 0.5) # Returns 0.15625
smoothstep(0, 2, 1.0) # Returns 0.5
smoothstep(0, 2, 2.0) # Returns 1.0
Compared to ease() with a curve value of -1.6521, smoothstep() returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use Tween or AnimationPlayer. Comparison between smoothstep() and ease(x, -1.6521) return values Smoothstep() return values with positive, zero, and negative ranges
Variant snapped(Variant x, Variant step)
Variant snapped(Variant x, Variant step)Returns the multiple of step that is the closest to x. This can also be used to round a floating-point number to an arbitrary number of decimals. The returned value is the same type of Variant as step. Supported types: int, float, Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i.
snapped(100, 32) # Returns 96
snapped(3.14159, 0.01) # Returns 3.14
snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)
See also ceil(), floor(), and round(). Note: For better type safety, use snappedf(), snappedi(), Vector2.snapped(), Vector2i.snapped(), Vector3.snapped(), Vector3i.snapped(), Vector4.snapped(), or Vector4i.snapped().
float snappedf(float x, float step)
float snappedf(float x, float step)Returns the multiple of step that is the closest to x. This can also be used to round a floating-point number to an arbitrary number of decimals. A type-safe version of snapped(), returning a float.
snappedf(32.0, 2.5) # Returns 32.5
snappedf(3.14159, 0.01) # Returns 3.14
int snappedi(float x, int step)
int snappedi(float x, int step)Returns the multiple of step that is the closest to x. A type-safe version of snapped(), returning an int.
snappedi(53, 16) # Returns 48
snappedi(4096, 100) # Returns 4100
float sqrt(float x)
float sqrt(float x)Returns the square root of x, where x is a non-negative number.
sqrt(9) # Returns 3
sqrt(10.24) # Returns 3.2
sqrt(-1) # Returns NaN
Note: Negative values of x return NaN ("Not a Number"). In C#, if you need negative inputs, use System.Numerics.Complex.
int step_decimals(float x)
int step_decimals(float x)Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
var n = step_decimals(5) # n is 0
n = step_decimals(1.0005) # n is 4
n = step_decimals(0.000000005) # n is 9
String str() vararg
String str() varargConverts one or more arguments of any Variant type to a String in the best way possible.
var a = [10, 20, 30]
var b = str(a)
print(len(a)) # Prints 3 (the number of elements in the array).
print(len(b)) # Prints 12 (the length of the string "[10, 20, 30]").
Variant str_to_var(String string)
Variant str_to_var(String string)Converts a formatted string that was returned by var_to_str() to the equivalent Variant, without decoding objects. Note: If you need object deserialization, see str_to_var_with_objects().
var data = '{ "a": 1, "b": 2 }' # data is a String
var dict = str_to_var(data) # dict is a Dictionary
print(dict["a"]) # Prints 1
string data = "{ \"a\": 1, \"b\": 2 }"; // data is a string
var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary
GD.Print(dict["a"]); // Prints 1
Variant str_to_var_with_objects(String string)
Variant str_to_var_with_objects(String string)Converts a formatted string that was returned by var_to_str_with_objects() to the equivalent Variant. Decoding objects is allowed. Warning: Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
float tan(float angle_rad)
float tan(float angle_rad)Returns the tangent of angle angle_rad in radians.
tan(deg_to_rad(45)) # Returns 1
float tanh(float x)
float tanh(float x)Returns the hyperbolic tangent of x.
var a = log(2.0) # Returns 0.693147
tanh(a) # Returns 0.6
Variant type_convert(Variant variant, int type)
Variant type_convert(Variant variant, int type)Converts the given variant to the given type, using the Variant.Type values. This method is generous with how it handles types, it can automatically convert between array types, convert numeric Strings to int, and converting most things to String. If the type conversion cannot be done, this method will return the default value for that type, for example converting Rect2 to Vector2 will always return Vector2.ZERO. This method will never show error messages as long as type is a valid Variant type. The returned value is a Variant, but the data inside and its type will be the same as the requested type.
type_convert("Hi!", TYPE_INT) # Returns 0
type_convert("123", TYPE_INT) # Returns 123
type_convert(123.4, TYPE_INT) # Returns 123
type_convert(5, TYPE_VECTOR2) # Returns (0, 0)
type_convert("Hi!", TYPE_NIL) # Returns null
String type_string(int type)
String type_string(int type)Returns a human-readable name of the given type, using the Variant.Type values.
print(TYPE_INT) # Prints 2
print(type_string(TYPE_INT)) # Prints "int"
print(type_string(TYPE_STRING)) # Prints "String"
See also typeof().
int typeof(Variant variable)
int typeof(Variant variable)Returns the internal type of the given variable, using the Variant.Type values.
var json = JSON.new()
json.parse('["a", "b", "c"]')
var result = json.get_data()
if result is Array:
print(result[0]) # Prints "a"
else:
print("Unexpected result!")
See also type_string().
PackedByteArray var_to_bytes(Variant variable)
PackedByteArray var_to_bytes(Variant variable)Encodes a Variant value to a byte array, without encoding objects. Deserialization can be done with bytes_to_var(). Note: If you need object serialization, see var_to_bytes_with_objects(). Note: Encoding Callable is not supported and will result in an empty value, regardless of the data.
PackedByteArray var_to_bytes_with_objects(Variant variable)
PackedByteArray var_to_bytes_with_objects(Variant variable)Encodes a Variant value to a byte array. Encoding objects is allowed (and can potentially include executable code). Deserialization can be done with bytes_to_var_with_objects(). Note: Encoding Callable is not supported and will result in an empty value, regardless of the data.
String var_to_str(Variant variable)
String var_to_str(Variant variable)Converts a Variant variable to a formatted String that can then be parsed using str_to_var(), without encoding objects. Note: If you need object serialization, see var_to_str_with_objects().
var a = { "a": 1, "b": 2 }
print(var_to_str(a))
var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
GD.Print(GD.VarToStr(a));
Prints:
{
"a": 1,
"b": 2
}
Note: Converting Signal or Callable is not supported and will result in an empty value for these types, regardless of their data.
String var_to_str_with_objects(Variant variable)
String var_to_str_with_objects(Variant variable)Converts a Variant variable to a formatted String that can then be parsed using str_to_var_with_objects(). Encoding objects is allowed (and can potentially include executable code).
Variant weakref(Variant obj)
Variant weakref(Variant obj)Returns a WeakRef instance holding a weak reference to obj. Returns an empty WeakRef instance if obj is null. Prints an error and returns null if obj is neither Object-derived nor null. A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
Variant wrap(Variant value, Variant min, Variant max)
Variant wrap(Variant value, Variant min, Variant max)Wraps the Variant value between min and max. min is inclusive while max is exclusive. This can be used for creating loop-like behavior or infinite surfaces. Variant types int and float are supported. If any of the arguments is float, this function returns a float, otherwise it returns an int.
var a = wrap(4, 5, 10)
# a is 9 (int)
var a = wrap(7, 5, 10)
# a is 7 (int)
var a = wrap(10.5, 5, 10)
# a is 5.5 (float)
float wrapf(float value, float min, float max)
float wrapf(float value, float min, float max)Wraps the float value between min and max. min is inclusive while max is exclusive. This can be used for creating loop-like behavior or infinite surfaces.
# Infinite loop between 5.0 and 9.9
value = wrapf(value + 0.1, 5.0, 10.0)
# Infinite rotation (in radians)
angle = wrapf(angle + 0.1, 0.0, TAU)
# Infinite rotation (in radians)
angle = wrapf(angle + 0.1, -PI, PI)
Note: If min is 0, this is equivalent to fposmod(), so prefer using that instead. wrapf() is more flexible than using the fposmod() approach by giving the user control over the minimum value.
int wrapi(int value, int min, int max)
int wrapi(int value, int min, int max)Wraps the integer value between min and max. min is inclusive while max is exclusive. This can be used for creating loop-like behavior or infinite surfaces.
# Infinite loop between 5 and 9
frame = wrapi(frame + 1, 5, 10)
# result is -2
var result = wrapi(-6, -5, -1)
Constants
SIDE_LEFT = 0
Left side, usually used for Control or StyleBox-derived classes.
SIDE_TOP = 1
Top side, usually used for Control or StyleBox-derived classes.
SIDE_RIGHT = 2
Right side, usually used for Control or StyleBox-derived classes.
SIDE_BOTTOM = 3
Bottom side, usually used for Control or StyleBox-derived classes.
CORNER_TOP_LEFT = 0
Top-left corner.
CORNER_TOP_RIGHT = 1
Top-right corner.
CORNER_BOTTOM_RIGHT = 2
Bottom-right corner.
CORNER_BOTTOM_LEFT = 3
Bottom-left corner.
VERTICAL = 1
General vertical alignment, usually used for Separator, ScrollBar, Slider, etc.
HORIZONTAL = 0
General horizontal alignment, usually used for Separator, ScrollBar, Slider, etc.
CLOCKWISE = 0
Clockwise rotation. Used by some methods (e.g. Image.rotate_90()).
COUNTERCLOCKWISE = 1
Counter-clockwise rotation. Used by some methods (e.g. Image.rotate_90()).
HORIZONTAL_ALIGNMENT_LEFT = 0
Horizontal left alignment, usually for text-derived classes.
HORIZONTAL_ALIGNMENT_CENTER = 1
Horizontal center alignment, usually for text-derived classes.
HORIZONTAL_ALIGNMENT_RIGHT = 2
Horizontal right alignment, usually for text-derived classes.
HORIZONTAL_ALIGNMENT_FILL = 3
Expand row to fit width, usually for text-derived classes.
VERTICAL_ALIGNMENT_TOP = 0
Vertical top alignment, usually for text-derived classes.
VERTICAL_ALIGNMENT_CENTER = 1
Vertical center alignment, usually for text-derived classes.
VERTICAL_ALIGNMENT_BOTTOM = 2
Vertical bottom alignment, usually for text-derived classes.
VERTICAL_ALIGNMENT_FILL = 3
Expand rows to fit height, usually for text-derived classes.
INLINE_ALIGNMENT_TOP_TO = 0
Aligns the top of the inline object (e.g. image, table) to the position of the text specified by INLINE_ALIGNMENT_TO_* constant.
INLINE_ALIGNMENT_CENTER_TO = 1
Aligns the center of the inline object (e.g. image, table) to the position of the text specified by INLINE_ALIGNMENT_TO_* constant.
INLINE_ALIGNMENT_BASELINE_TO = 3
Aligns the baseline (user defined) of the inline object (e.g. image, table) to the position of the text specified by INLINE_ALIGNMENT_TO_* constant.
INLINE_ALIGNMENT_BOTTOM_TO = 2
Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by INLINE_ALIGNMENT_TO_* constant.
INLINE_ALIGNMENT_TO_TOP = 0
Aligns the position of the inline object (e.g. image, table) specified by INLINE_ALIGNMENT_*_TO constant to the top of the text.
INLINE_ALIGNMENT_TO_CENTER = 4
Aligns the position of the inline object (e.g. image, table) specified by INLINE_ALIGNMENT_*_TO constant to the center of the text.
INLINE_ALIGNMENT_TO_BASELINE = 8
Aligns the position of the inline object (e.g. image, table) specified by INLINE_ALIGNMENT_*_TO constant to the baseline of the text.
INLINE_ALIGNMENT_TO_BOTTOM = 12
Aligns inline object (e.g. image, table) to the bottom of the text.
INLINE_ALIGNMENT_TOP = 0
Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP.
INLINE_ALIGNMENT_CENTER = 5
Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER.
INLINE_ALIGNMENT_BOTTOM = 14
Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM.
INLINE_ALIGNMENT_IMAGE_MASK = 3
A bit mask for INLINE_ALIGNMENT_*_TO alignment constants.
INLINE_ALIGNMENT_TEXT_MASK = 12
A bit mask for INLINE_ALIGNMENT_TO_* alignment constants.
EULER_ORDER_XYZ = 0
Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
EULER_ORDER_XZY = 1
Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
EULER_ORDER_YXZ = 2
Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
EULER_ORDER_YZX = 3
Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
EULER_ORDER_ZXY = 4
Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
EULER_ORDER_ZYX = 5
Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
KEY_NONE = 0
Enum value which doesn't correspond to any key. This is used to initialize Key properties with a generic state.
KEY_SPECIAL = 4194304
Keycodes with this bit applied are non-printable.
KEY_ESCAPE = 4194305
Escape key.
KEY_TAB = 4194306
Tab key.
KEY_BACKTAB = 4194307
Shift + Tab key.
KEY_BACKSPACE = 4194308
Backspace key.
KEY_ENTER = 4194309
Return key (on the main keyboard).
KEY_KP_ENTER = 4194310
Enter key on the numeric keypad.
KEY_INSERT = 4194311
Insert key.
KEY_DELETE = 4194312
Delete key.
KEY_PAUSE = 4194313
Pause key.
KEY_PRINT = 4194314
Print Screen key.
KEY_SYSREQ = 4194315
System Request key.
KEY_CLEAR = 4194316
Clear key.
KEY_HOME = 4194317
Home key.
KEY_END = 4194318
End key.
KEY_LEFT = 4194319
Left arrow key.
KEY_UP = 4194320
Up arrow key.
KEY_RIGHT = 4194321
Right arrow key.
KEY_DOWN = 4194322
Down arrow key.
KEY_PAGEUP = 4194323
Page Up key.
KEY_PAGEDOWN = 4194324
Page Down key.
KEY_SHIFT = 4194325
Shift key.
KEY_CTRL = 4194326
Control key.
KEY_META = 4194327
Meta key.
KEY_ALT = 4194328
Alt key.
KEY_CAPSLOCK = 4194329
Caps Lock key.
KEY_NUMLOCK = 4194330
Num Lock key.
KEY_SCROLLLOCK = 4194331
Scroll Lock key.
KEY_F1 = 4194332
F1 key.
KEY_F2 = 4194333
F2 key.
KEY_F3 = 4194334
F3 key.
KEY_F4 = 4194335
F4 key.
KEY_F5 = 4194336
F5 key.
KEY_F6 = 4194337
F6 key.
KEY_F7 = 4194338
F7 key.
KEY_F8 = 4194339
F8 key.
KEY_F9 = 4194340
F9 key.
KEY_F10 = 4194341
F10 key.
KEY_F11 = 4194342
F11 key.
KEY_F12 = 4194343
F12 key.
KEY_F13 = 4194344
F13 key.
KEY_F14 = 4194345
F14 key.
KEY_F15 = 4194346
F15 key.
KEY_F16 = 4194347
F16 key.
KEY_F17 = 4194348
F17 key.
KEY_F18 = 4194349
F18 key.
KEY_F19 = 4194350
F19 key.
KEY_F20 = 4194351
F20 key.
KEY_F21 = 4194352
F21 key.
KEY_F22 = 4194353
F22 key.
KEY_F23 = 4194354
F23 key.
KEY_F24 = 4194355
F24 key.
KEY_F25 = 4194356
F25 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F26 = 4194357
F26 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F27 = 4194358
F27 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F28 = 4194359
F28 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F29 = 4194360
F29 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F30 = 4194361
F30 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F31 = 4194362
F31 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F32 = 4194363
F32 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F33 = 4194364
F33 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F34 = 4194365
F34 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_F35 = 4194366
F35 key. Only supported on macOS and Linux due to a Windows limitation.
KEY_KP_MULTIPLY = 4194433
Multiply (*) key on the numeric keypad.
KEY_KP_DIVIDE = 4194434
Divide (/) key on the numeric keypad.
KEY_KP_SUBTRACT = 4194435
Subtract (-) key on the numeric keypad.
KEY_KP_PERIOD = 4194436
Period (.) key on the numeric keypad.
KEY_KP_ADD = 4194437
Add (+) key on the numeric keypad.
KEY_KP_0 = 4194438
Number 0 on the numeric keypad.
KEY_KP_1 = 4194439
Number 1 on the numeric keypad.
KEY_KP_2 = 4194440
Number 2 on the numeric keypad.
KEY_KP_3 = 4194441
Number 3 on the numeric keypad.
KEY_KP_4 = 4194442
Number 4 on the numeric keypad.
KEY_KP_5 = 4194443
Number 5 on the numeric keypad.
KEY_KP_6 = 4194444
Number 6 on the numeric keypad.
KEY_KP_7 = 4194445
Number 7 on the numeric keypad.
KEY_KP_8 = 4194446
Number 8 on the numeric keypad.
KEY_KP_9 = 4194447
Number 9 on the numeric keypad.
KEY_MENU = 4194370
Context menu key.
KEY_HYPER = 4194371
Hyper key. (On Linux/X11 only).
KEY_HELP = 4194373
Help key.
KEY_BACK = 4194376
Back key.
KEY_FORWARD = 4194377
Forward key.
KEY_STOP = 4194378
Media stop key.
KEY_REFRESH = 4194379
Refresh key.
KEY_VOLUMEDOWN = 4194380
Volume down key.
KEY_VOLUMEMUTE = 4194381
Mute volume key.
KEY_VOLUMEUP = 4194382
Volume up key.
KEY_MEDIAPLAY = 4194388
Media play key.
KEY_MEDIASTOP = 4194389
Media stop key.
KEY_MEDIAPREVIOUS = 4194390
Previous song key.
KEY_MEDIANEXT = 4194391
Next song key.
KEY_MEDIARECORD = 4194392
Media record key.
KEY_HOMEPAGE = 4194393
Home page key.
KEY_FAVORITES = 4194394
Favorites key.
KEY_SEARCH = 4194395
Search key.
KEY_STANDBY = 4194396
Standby key.
KEY_OPENURL = 4194397
Open URL / Launch Browser key.
KEY_LAUNCHMAIL = 4194398
Launch Mail key.
KEY_LAUNCHMEDIA = 4194399
Launch Media key.
KEY_LAUNCH0 = 4194400
Launch Shortcut 0 key.
KEY_LAUNCH1 = 4194401
Launch Shortcut 1 key.
KEY_LAUNCH2 = 4194402
Launch Shortcut 2 key.
KEY_LAUNCH3 = 4194403
Launch Shortcut 3 key.
KEY_LAUNCH4 = 4194404
Launch Shortcut 4 key.
KEY_LAUNCH5 = 4194405
Launch Shortcut 5 key.
KEY_LAUNCH6 = 4194406
Launch Shortcut 6 key.
KEY_LAUNCH7 = 4194407
Launch Shortcut 7 key.
KEY_LAUNCH8 = 4194408
Launch Shortcut 8 key.
KEY_LAUNCH9 = 4194409
Launch Shortcut 9 key.
KEY_LAUNCHA = 4194410
Launch Shortcut A key.
KEY_LAUNCHB = 4194411
Launch Shortcut B key.
KEY_LAUNCHC = 4194412
Launch Shortcut C key.
KEY_LAUNCHD = 4194413
Launch Shortcut D key.
KEY_LAUNCHE = 4194414
Launch Shortcut E key.
KEY_LAUNCHF = 4194415
Launch Shortcut F key.
KEY_GLOBE = 4194416
"Globe" key on Mac / iPad keyboard.
KEY_KEYBOARD = 4194417
"On-screen keyboard" key on iPad keyboard.
KEY_JIS_EISU = 4194418
英数 key on Mac keyboard.
KEY_JIS_KANA = 4194419
かな key on Mac keyboard.
KEY_UNKNOWN = 8388607
Unknown key.
KEY_SPACE = 32
Space key.
KEY_EXCLAM = 33
Exclamation mark (!) key.
KEY_QUOTEDBL = 34
Double quotation mark (") key.
KEY_NUMBERSIGN = 35
Number sign or hash (#) key.
KEY_DOLLAR = 36
Dollar sign ($) key.
KEY_PERCENT = 37
Percent sign (%) key.
KEY_AMPERSAND = 38
Ampersand (&) key.
KEY_APOSTROPHE = 39
Apostrophe (') key.
KEY_PARENLEFT = 40
Left parenthesis (() key.
KEY_PARENRIGHT = 41
Right parenthesis ()) key.
KEY_ASTERISK = 42
Asterisk (*) key.
KEY_PLUS = 43
Plus (+) key.
KEY_COMMA = 44
Comma (,) key.
KEY_MINUS = 45
Minus (-) key.
KEY_PERIOD = 46
Period (.) key.
KEY_SLASH = 47
Slash (/) key.
KEY_0 = 48
Number 0 key.
KEY_1 = 49
Number 1 key.
KEY_2 = 50
Number 2 key.
KEY_3 = 51
Number 3 key.
KEY_4 = 52
Number 4 key.
KEY_5 = 53
Number 5 key.
KEY_6 = 54
Number 6 key.
KEY_7 = 55
Number 7 key.
KEY_8 = 56
Number 8 key.
KEY_9 = 57
Number 9 key.
KEY_COLON = 58
Colon (:) key.
KEY_SEMICOLON = 59
Semicolon (;) key.
KEY_LESS = 60
Less-than sign (<) key.
KEY_EQUAL = 61
Equal sign (=) key.
KEY_GREATER = 62
Greater-than sign (>) key.
KEY_QUESTION = 63
Question mark (?) key.
KEY_AT = 64
At sign (@) key.
KEY_A = 65
A key.
KEY_B = 66
B key.
KEY_C = 67
C key.
KEY_D = 68
D key.
KEY_E = 69
E key.
KEY_F = 70
F key.
KEY_G = 71
G key.
KEY_H = 72
H key.
KEY_I = 73
I key.
KEY_J = 74
J key.
KEY_K = 75
K key.
KEY_L = 76
L key.
KEY_M = 77
M key.
KEY_N = 78
N key.
KEY_O = 79
O key.
KEY_P = 80
P key.
KEY_Q = 81
Q key.
KEY_R = 82
R key.
KEY_S = 83
S key.
KEY_T = 84
T key.
KEY_U = 85
U key.
KEY_V = 86
V key.
KEY_W = 87
W key.
KEY_X = 88
X key.
KEY_Y = 89
Y key.
KEY_Z = 90
Z key.
KEY_BRACKETLEFT = 91
Left bracket ([lb]) key.
KEY_BACKSLASH = 92
Backslash (\) key.
KEY_BRACKETRIGHT = 93
Right bracket ([rb]) key.
KEY_ASCIICIRCUM = 94
Caret (^) key.
KEY_UNDERSCORE = 95
Underscore (_) key.
KEY_QUOTELEFT = 96
Backtick (`) key.
KEY_BRACELEFT = 123
Left brace ({) key.
KEY_BAR = 124
Vertical bar or pipe (|) key.
KEY_BRACERIGHT = 125
Right brace (}) key.
KEY_ASCIITILDE = 126
Tilde (~) key.
KEY_YEN = 165
Yen symbol (¥) key.
KEY_SECTION = 167
Section sign (§) key.
KEY_CODE_MASK = 8388607
Key Code mask.
KEY_MODIFIER_MASK = 2130706432
Modifier key mask.
KEY_MASK_CMD_OR_CTRL = 16777216
Automatically remapped to KEY_META on macOS and KEY_CTRL on other platforms, this mask is never set in the actual events, and should be used for key mapping only.
KEY_MASK_SHIFT = 33554432
Shift key mask.
KEY_MASK_ALT = 67108864
Alt or Option (on macOS) key mask.
KEY_MASK_META = 134217728
Command (on macOS) or Meta/Windows key mask.
KEY_MASK_CTRL = 268435456
Control key mask.
KEY_MASK_KPAD = 536870912
Keypad key mask.
KEY_MASK_GROUP_SWITCH = 1073741824
Group Switch key mask.
KEY_LOCATION_UNSPECIFIED = 0
Used for keys which only appear once, or when a comparison doesn't need to differentiate the LEFT and RIGHT versions. For example, when using InputEvent.is_match(), an event which has KEY_LOCATION_UNSPECIFIED will match any KeyLocation on the passed event.
KEY_LOCATION_LEFT = 1
A key which is to the left of its twin.
KEY_LOCATION_RIGHT = 2
A key which is to the right of its twin.
MOUSE_BUTTON_NONE = 0
Enum value which doesn't correspond to any mouse button. This is used to initialize MouseButton properties with a generic state.
MOUSE_BUTTON_LEFT = 1
Primary mouse button, usually assigned to the left button.
MOUSE_BUTTON_RIGHT = 2
Secondary mouse button, usually assigned to the right button.
MOUSE_BUTTON_MIDDLE = 3
Middle mouse button.
MOUSE_BUTTON_WHEEL_UP = 4
Mouse wheel scrolling up.
MOUSE_BUTTON_WHEEL_DOWN = 5
Mouse wheel scrolling down.
MOUSE_BUTTON_WHEEL_LEFT = 6
Mouse wheel left button (only present on some mice).
MOUSE_BUTTON_WHEEL_RIGHT = 7
Mouse wheel right button (only present on some mice).
MOUSE_BUTTON_XBUTTON1 = 8
Extra mouse button 1. This is sometimes present, usually to the sides of the mouse.
MOUSE_BUTTON_XBUTTON2 = 9
Extra mouse button 2. This is sometimes present, usually to the sides of the mouse.
MOUSE_BUTTON_MASK_LEFT = 1
Primary mouse button mask, usually for the left button.
MOUSE_BUTTON_MASK_RIGHT = 2
Secondary mouse button mask, usually for the right button.
MOUSE_BUTTON_MASK_MIDDLE = 4
Middle mouse button mask.
MOUSE_BUTTON_MASK_MB_XBUTTON1 = 128
Extra mouse button 1 mask.
MOUSE_BUTTON_MASK_MB_XBUTTON2 = 256
Extra mouse button 2 mask.
JOY_BUTTON_INVALID = -1
An invalid game controller button.
JOY_BUTTON_A = 0
Game controller SDL button A. Corresponds to the bottom action button: Sony Cross, Xbox A, Nintendo B.
JOY_BUTTON_B = 1
Game controller SDL button B. Corresponds to the right action button: Sony Circle, Xbox B, Nintendo A.
JOY_BUTTON_X = 2
Game controller SDL button X. Corresponds to the left action button: Sony Square, Xbox X, Nintendo Y.
JOY_BUTTON_Y = 3
Game controller SDL button Y. Corresponds to the top action button: Sony Triangle, Xbox Y, Nintendo X.
JOY_BUTTON_BACK = 4
Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, Nintendo - button.
JOY_BUTTON_GUIDE = 5
Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home button.
JOY_BUTTON_START = 6
Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, Nintendo + button.
JOY_BUTTON_LEFT_STICK = 7
Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS button.
JOY_BUTTON_RIGHT_STICK = 8
Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS button.
JOY_BUTTON_LEFT_SHOULDER = 9
Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB button.
JOY_BUTTON_RIGHT_SHOULDER = 10
Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox RB button.
JOY_BUTTON_DPAD_UP = 11
Game controller D-pad up button.
JOY_BUTTON_DPAD_DOWN = 12
Game controller D-pad down button.
JOY_BUTTON_DPAD_LEFT = 13
Game controller D-pad left button.
JOY_BUTTON_DPAD_RIGHT = 14
Game controller D-pad right button.
JOY_BUTTON_MISC1 = 15
Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo Switch capture button.
JOY_BUTTON_PADDLE1 = 16
Game controller SDL paddle 1 button.
JOY_BUTTON_PADDLE2 = 17
Game controller SDL paddle 2 button.
JOY_BUTTON_PADDLE3 = 18
Game controller SDL paddle 3 button.
JOY_BUTTON_PADDLE4 = 19
Game controller SDL paddle 4 button.
JOY_BUTTON_TOUCHPAD = 20
Game controller SDL touchpad button.
JOY_BUTTON_SDL_MAX = 21
The number of SDL game controller buttons.
JOY_BUTTON_MAX = 128
The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms: - Android: Up to 36 buttons. - Linux: Up to 80 buttons. - Windows and macOS: Up to 128 buttons.
JOY_AXIS_INVALID = -1
An invalid game controller axis.
JOY_AXIS_LEFT_X = 0
Game controller left joystick x-axis.
JOY_AXIS_LEFT_Y = 1
Game controller left joystick y-axis.
JOY_AXIS_RIGHT_X = 2
Game controller right joystick x-axis.
JOY_AXIS_RIGHT_Y = 3
Game controller right joystick y-axis.
JOY_AXIS_TRIGGER_LEFT = 4
Game controller left trigger axis.
JOY_AXIS_TRIGGER_RIGHT = 5
Game controller right trigger axis.
JOY_AXIS_SDL_MAX = 6
The number of SDL game controller axes.
JOY_AXIS_MAX = 10
The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
MIDI_MESSAGE_NONE = 0
Does not correspond to any MIDI message. This is the default value of InputEventMIDI.message.
MIDI_MESSAGE_NOTE_OFF = 8
MIDI message sent when a note is released. Note: Not all MIDI devices send this message; some may send MIDI_MESSAGE_NOTE_ON with InputEventMIDI.velocity set to 0.
MIDI_MESSAGE_NOTE_ON = 9
MIDI message sent when a note is pressed.
MIDI_MESSAGE_AFTERTOUCH = 10
MIDI message sent to indicate a change in pressure while a note is being pressed down, also called aftertouch.
MIDI_MESSAGE_CONTROL_CHANGE = 11
MIDI message sent when a controller value changes. In a MIDI device, a controller is any input that doesn't play notes. These may include sliders for volume, balance, and panning, as well as switches and pedals. See the General MIDI specification for a small list.
MIDI_MESSAGE_PROGRAM_CHANGE = 12
MIDI message sent when the MIDI device changes its current instrument (also called program or preset).
MIDI_MESSAGE_CHANNEL_PRESSURE = 13
MIDI message sent to indicate a change in pressure for the whole channel. Some MIDI devices may send this instead of MIDI_MESSAGE_AFTERTOUCH.
MIDI_MESSAGE_PITCH_BEND = 14
MIDI message sent when the value of the pitch bender changes, usually a wheel on the MIDI device.
MIDI_MESSAGE_SYSTEM_EXCLUSIVE = 240
MIDI system exclusive (SysEx) message. This type of message is not standardized and it's highly dependent on the MIDI device sending it. Note: Getting this message's data from InputEventMIDI is not implemented.
MIDI_MESSAGE_QUARTER_FRAME = 241
MIDI message sent every quarter frame to keep connected MIDI devices synchronized. Related to MIDI_MESSAGE_TIMING_CLOCK. Note: Getting this message's data from InputEventMIDI is not implemented.
MIDI_MESSAGE_SONG_POSITION_POINTER = 242
MIDI message sent to jump onto a new position in the current sequence or song. Note: Getting this message's data from InputEventMIDI is not implemented.
MIDI_MESSAGE_SONG_SELECT = 243
MIDI message sent to select a sequence or song to play. Note: Getting this message's data from InputEventMIDI is not implemented.
MIDI_MESSAGE_TUNE_REQUEST = 246
MIDI message sent to request a tuning calibration. Used on analog synthesizers. Most modern MIDI devices do not need this message.
MIDI_MESSAGE_TIMING_CLOCK = 248
MIDI message sent 24 times after MIDI_MESSAGE_QUARTER_FRAME, to keep connected MIDI devices synchronized.
MIDI_MESSAGE_START = 250
MIDI message sent to start the current sequence or song from the beginning.
MIDI_MESSAGE_CONTINUE = 251
MIDI message sent to resume from the point the current sequence or song was paused.
MIDI_MESSAGE_STOP = 252
MIDI message sent to pause the current sequence or song.
MIDI_MESSAGE_ACTIVE_SENSING = 254
MIDI message sent repeatedly while the MIDI device is idle, to tell the receiver that the connection is alive. Most MIDI devices do not send this message.
MIDI_MESSAGE_SYSTEM_RESET = 255
MIDI message sent to reset a MIDI device to its default state, as if it was just turned on. It should not be sent when the MIDI device is being turned on.
OK = 0
Methods that return Error return OK when no error occurred. Since OK has value 0, and all other error constants are positive integers, it can also be used in boolean checks.
var error = method_that_returns_error()
if error != OK:
printerr("Failure!")
# Or, alternatively:
if error:
printerr("Still failing!")
Note: Many functions do not return an error code, but will print error messages to standard output.
FAILED = 1
Generic error.
ERR_UNAVAILABLE = 2
Unavailable error.
ERR_UNCONFIGURED = 3
Unconfigured error.
ERR_UNAUTHORIZED = 4
Unauthorized error.
ERR_PARAMETER_RANGE_ERROR = 5
Parameter range error.
ERR_OUT_OF_MEMORY = 6
Out of memory (OOM) error.
ERR_FILE_NOT_FOUND = 7
File: Not found error.
ERR_FILE_BAD_DRIVE = 8
File: Bad drive error.
ERR_FILE_BAD_PATH = 9
File: Bad path error.
ERR_FILE_NO_PERMISSION = 10
File: No permission error.
ERR_FILE_ALREADY_IN_USE = 11
File: Already in use error.
ERR_FILE_CANT_OPEN = 12
File: Can't open error.
ERR_FILE_CANT_WRITE = 13
File: Can't write error.
ERR_FILE_CANT_READ = 14
File: Can't read error.
ERR_FILE_UNRECOGNIZED = 15
File: Unrecognized error.
ERR_FILE_CORRUPT = 16
File: Corrupt error.
ERR_FILE_MISSING_DEPENDENCIES = 17
File: Missing dependencies error.
ERR_FILE_EOF = 18
File: End of file (EOF) error.
ERR_CANT_OPEN = 19
Can't open error.
ERR_CANT_CREATE = 20
Can't create error.
ERR_QUERY_FAILED = 21
Query failed error.
ERR_ALREADY_IN_USE = 22
Already in use error.
ERR_LOCKED = 23
Locked error.
ERR_TIMEOUT = 24
Timeout error.
ERR_CANT_CONNECT = 25
Can't connect error.
ERR_CANT_RESOLVE = 26
Can't resolve error.
ERR_CONNECTION_ERROR = 27
Connection error.
ERR_CANT_ACQUIRE_RESOURCE = 28
Can't acquire resource error.
ERR_CANT_FORK = 29
Can't fork process error.
ERR_INVALID_DATA = 30
Invalid data error.
ERR_INVALID_PARAMETER = 31
Invalid parameter error.
ERR_ALREADY_EXISTS = 32
Already exists error.
ERR_DOES_NOT_EXIST = 33
Does not exist error.
ERR_DATABASE_CANT_READ = 34
Database: Read error.
ERR_DATABASE_CANT_WRITE = 35
Database: Write error.
ERR_COMPILATION_FAILED = 36
Compilation failed error.
ERR_METHOD_NOT_FOUND = 37
Method not found error.
ERR_LINK_FAILED = 38
Linking failed error.
ERR_SCRIPT_FAILED = 39
Script failed error.
ERR_CYCLIC_LINK = 40
Cycling link (import cycle) error.
ERR_INVALID_DECLARATION = 41
Invalid declaration error.
ERR_DUPLICATE_SYMBOL = 42
Duplicate symbol error.
ERR_PARSE_ERROR = 43
Parse error.
ERR_BUSY = 44
Busy error.
ERR_SKIP = 45
Skip error.
ERR_HELP = 46
Help error. Used internally when passing --version or --help as executable options.
ERR_BUG = 47
Bug error, caused by an implementation issue in the method. Note: If a built-in method returns this code, please open an issue on the GitHub Issue Tracker.
ERR_PRINTER_ON_FIRE = 48
Printer on fire error (This is an easter egg, no built-in methods return this error code).
PROPERTY_HINT_NONE = 0
The property has no hint for the editor.
PROPERTY_HINT_RANGE = 1
Hints that an int or float property should be within a range specified via the hint string "min,max" or "min,max,step". The hint string can optionally include "or_greater" and/or "or_less" to allow manual input going respectively above the max or below the min values. Example: "-360,360,1,or_greater,or_less". Additionally, other keywords can be included: "exp" for exponential range editing, "radians_as_degrees" for editing radian angles in degrees (the range values are also in degrees), "degrees" to hint at an angle and "hide_slider" to hide the slider.
PROPERTY_HINT_ENUM = 2
Hints that an int or String property is an enumerated value to pick in a list specified via a hint string. The hint string is a comma separated list of names such as "Hello,Something,Else". Whitespaces are not removed from either end of a name. For integer properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending :integer to the name, e.g. "Zero,One,Three:3,Four,Six:6".
PROPERTY_HINT_ENUM_SUGGESTION = 3
Hints that a String property can be an enumerated value to pick in a list specified via a hint string such as "Hello,Something,Else". Unlike PROPERTY_HINT_ENUM, a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
PROPERTY_HINT_EXP_EASING = 4
Hints that a float property should be edited via an exponential easing function. The hint string can include "attenuation" to flip the curve horizontally and/or "positive_only" to exclude in/out easing and limit values to be greater than or equal to zero.
PROPERTY_HINT_LINK = 5
Hints that a vector property should allow its components to be linked. For example, this allows Vector2.x and Vector2.y to be edited together.
PROPERTY_HINT_FLAGS = 6
Hints that an int property is a bitmask with named bit flags. The hint string is a comma separated list of names such as "Bit0,Bit1,Bit2,Bit3". Whitespaces are not removed from either end of a name. The first name in the list has value 1, the next 2, then 4, 8, 16 and so on. Explicit values can also be specified by appending :integer to the name, e.g. "A:4,B:8,C:16". You can also combine several flags ("A:4,B:8,AB:12,C:16"). Note: A flag value must be at least 1 and at most 2 ** 32 - 1. Note: Unlike PROPERTY_HINT_ENUM, the previous explicit value is not taken into account. For the hint "A:16,B,C", A is 16, B is 2, C is 4.
PROPERTY_HINT_LAYERS_2D_RENDER = 7
Hints that an int property is a bitmask using the optionally named 2D render layers.
PROPERTY_HINT_LAYERS_2D_PHYSICS = 8
Hints that an int property is a bitmask using the optionally named 2D physics layers.
PROPERTY_HINT_LAYERS_2D_NAVIGATION = 9
Hints that an int property is a bitmask using the optionally named 2D navigation layers.
PROPERTY_HINT_LAYERS_3D_RENDER = 10
Hints that an int property is a bitmask using the optionally named 3D render layers.
PROPERTY_HINT_LAYERS_3D_PHYSICS = 11
Hints that an int property is a bitmask using the optionally named 3D physics layers.
PROPERTY_HINT_LAYERS_3D_NAVIGATION = 12
Hints that an int property is a bitmask using the optionally named 3D navigation layers.
PROPERTY_HINT_LAYERS_AVOIDANCE = 37
Hints that an integer property is a bitmask using the optionally named avoidance layers.
PROPERTY_HINT_FILE = 13
Hints that a String property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like "*.png,*.jpg". By default the file will be stored as UID whenever available. You can use ResourceUID methods to convert it back to path. For storing a raw path, use PROPERTY_HINT_FILE_PATH.
PROPERTY_HINT_DIR = 14
Hints that a String property is a path to a directory. Editing it will show a file dialog for picking the path.
PROPERTY_HINT_GLOBAL_FILE = 15
Hints that a String property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards, like "*.png,*.jpg".
PROPERTY_HINT_GLOBAL_DIR = 16
Hints that a String property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
PROPERTY_HINT_RESOURCE_TYPE = 17
Hints that a property is an instance of a Resource-derived type, optionally specified via the hint string (e.g. "Texture2D"). Editing it will show a popup menu of valid resource types to instantiate.
PROPERTY_HINT_MULTILINE_TEXT = 18
Hints that a String property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
PROPERTY_HINT_EXPRESSION = 19
Hints that a String property is an Expression.
PROPERTY_HINT_PLACEHOLDER_TEXT = 20
Hints that a String property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use.
PROPERTY_HINT_COLOR_NO_ALPHA = 21
Hints that a Color property should be edited without affecting its transparency (Color.a is not editable).
PROPERTY_HINT_OBJECT_ID = 22
Hints that the property's value is an object encoded as object ID, with its type specified in the hint string. Used by the debugger.
PROPERTY_HINT_TYPE_STRING = 23
If a property is String, hints that the property represents a particular type (class). This allows to select a type from the create dialog. The property will store the selected type as a string. If a property is Array, hints the editor how to show elements. The hint_string must encode nested types using ":" and "/". If a property is Dictionary, hints the editor how to show elements. The hint_string is the same as Array, with a ";" separating the key and value.
# Array of elem_type.
hint_string = "%d:" % [elem_type]
hint_string = "%d/%d:%s" % [elem_type, elem_hint, elem_hint_string]
# Two-dimensional array of elem_type (array of arrays of elem_type).
hint_string = "%d:%d:" % [TYPE_ARRAY, elem_type]
hint_string = "%d:%d/%d:%s" % [TYPE_ARRAY, elem_type, elem_hint, elem_hint_string]
# Three-dimensional array of elem_type (array of arrays of arrays of elem_type).
hint_string = "%d:%d:%d:" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]
hint_string = "%d:%d:%d/%d:%s" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, elem_hint, elem_hint_string]
// Array of elemType.
hintString = $"{elemType:D}:";
hintString = $"{elemType:}/{elemHint:D}:{elemHintString}";
// Two-dimensional array of elemType (array of arrays of elemType).
hintString = $"{Variant.Type.Array:D}:{elemType:D}:";
hintString = $"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:{elemHintString}";
// Three-dimensional array of elemType (array of arrays of arrays of elemType).
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:";
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:{elemHintString}";
Examples:
hint_string = "%d:" % [TYPE_INT] # Array of integers.
hint_string = "%d/%d:1,10,1" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of integers (in range from 1 to 10).
hint_string = "%d/%d:Zero,One,Two" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array of integers (an enum).
hint_string = "%d/%d:Zero,One,Three:3,Six:6" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array of integers (an enum).
hint_string = "%d/%d:*.png" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of strings (file paths).
hint_string = "%d/%d:Texture2D" % [TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.
hint_string = "%d:%d:" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array of floats.
hint_string = "%d:%d/%d:" % [TYPE_ARRAY, TYPE_STRING, PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.
hint_string = "%d:%d/%d:-1,1,0.1" % [TYPE_ARRAY, TYPE_FLOAT, PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to 1).
hint_string = "%d:%d/%d:Texture2D" % [TYPE_ARRAY, TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.
hintString = $"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1"; // Array of integers (in range from 1 to 10).
hintString = $"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two"; // Array of integers (an enum).
hintString = $"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6"; // Array of integers (an enum).
hintString = $"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png"; // Array of strings (file paths).
hintString = $"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:Texture2D"; // Array of textures.
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Float:D}:"; // Two-dimensional array of floats.
hintString = $"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint.MultilineText:D}:"; // Two-dimensional array of multiline strings.
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint.Range:D}:-1,1,0.1"; // Two-dimensional array of floats (in range from -1 to 1).
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:Texture2D"; // Two-dimensional array of textures.
Note: The trailing colon is required for properly detecting built-in types.
PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE = 24
This hint is not used by the engine.
PROPERTY_HINT_OBJECT_TOO_BIG = 25
Hints that an object is too big to be sent via the debugger.
PROPERTY_HINT_NODE_PATH_VALID_TYPES = 26
Hints that the hint string specifies valid node types for property of type NodePath.
PROPERTY_HINT_SAVE_FILE = 27
Hints that a String property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the project's directory. The hint string can be a set of filters with wildcards like "*.png,*.jpg". See also FileDialog.filters.
PROPERTY_HINT_GLOBAL_SAVE_FILE = 28
Hints that a String property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the entire filesystem. The hint string can be a set of filters with wildcards like "*.png,*.jpg". See also FileDialog.filters.
PROPERTY_HINT_INT_IS_OBJECTID = 29
This hint is not used by the engine.
PROPERTY_HINT_INT_IS_POINTER = 30
Hints that an int property is a pointer. Used by GDExtension.
PROPERTY_HINT_ARRAY_TYPE = 31
Hints that a property is an Array with the stored type specified in the hint string. The hint string contains the type of the array (e.g. "String"). Use the hint string format from PROPERTY_HINT_TYPE_STRING for more control over the stored type.
PROPERTY_HINT_DICTIONARY_TYPE = 38
Hints that a property is a Dictionary with the stored types specified in the hint string. The hint string contains the key and value types separated by a semicolon (e.g. "int;String"). Use the hint string format from PROPERTY_HINT_TYPE_STRING for more control over the stored types.
PROPERTY_HINT_LOCALE_ID = 32
Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
PROPERTY_HINT_LOCALIZABLE_STRING = 33
Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
PROPERTY_HINT_NODE_TYPE = 34
Hints that a property is an instance of a Node-derived type, optionally specified via the hint string (e.g. "Node2D"). Editing it will show a dialog for picking a node from the scene.
PROPERTY_HINT_HIDE_QUATERNION_EDIT = 35
Hints that a quaternion property should disable the temporary euler editor.
PROPERTY_HINT_PASSWORD = 36
Hints that a string property is a password, and every character is replaced with the secret character.
PROPERTY_HINT_TOOL_BUTTON = 39
Hints that a Callable property should be displayed as a clickable button. When the button is pressed, the callable is called. The hint string specifies the button text and optionally an icon from the "EditorIcons" theme type.
"Click me!" - A button with the text "Click me!" and the default "Callable" icon.
"Click me!,ColorRect" - A button with the text "Click me!" and the "ColorRect" icon.
Note: A Callable cannot be properly serialized and stored in a file, so it is recommended to use PROPERTY_USAGE_EDITOR instead of PROPERTY_USAGE_DEFAULT.
PROPERTY_HINT_ONESHOT = 40
Hints that a property will be changed on its own after setting, such as AudioStreamPlayer.playing or GPUParticles3D.emitting.
PROPERTY_HINT_GROUP_ENABLE = 42
Hints that a boolean property will enable the feature associated with the group that it occurs in. The property will be displayed as a checkbox on the group header. Only works within a group or subgroup. By default, disabling the property hides all properties in the group. Use the optional hint string "checkbox_only" to disable this behavior.
PROPERTY_HINT_INPUT_NAME = 43
Hints that a String or StringName property is the name of an input action. This allows the selection of any action name from the Input Map in the Project Settings. The hint string may contain two options separated by commas: - If it contains "show_builtin", built-in input actions are included in the selection. - If it contains "loose_mode", loose mode is enabled. This allows inserting any action name even if it's not present in the input map.
PROPERTY_HINT_FILE_PATH = 44
Like PROPERTY_HINT_FILE, but the property is stored as a raw path, not UID. That means the reference will be broken if you move the file. Consider using PROPERTY_HINT_FILE when possible.
PROPERTY_HINT_MAX = 45
Represents the size of the PropertyHint enum.
PROPERTY_USAGE_NONE = 0
The property is not stored, and does not display in the editor. This is the default for non-exported properties.
PROPERTY_USAGE_STORAGE = 2
The property is serialized and saved in the scene file (default for exported properties).
PROPERTY_USAGE_EDITOR = 4
The property is shown in the EditorInspector (default for exported properties).
PROPERTY_USAGE_INTERNAL = 8
The property is excluded from the class reference.
PROPERTY_USAGE_CHECKABLE = 16
The property can be checked in the EditorInspector.
PROPERTY_USAGE_CHECKED = 32
The property is checked in the EditorInspector.
PROPERTY_USAGE_GROUP = 64
Used to group properties together in the editor. See EditorInspector.
PROPERTY_USAGE_CATEGORY = 128
Used to categorize properties together in the editor.
PROPERTY_USAGE_SUBGROUP = 256
Used to group properties together in the editor in a subgroup (under a group). See EditorInspector.
PROPERTY_USAGE_CLASS_IS_BITFIELD = 512
The property is a bitfield, i.e. it contains multiple flags represented as bits.
PROPERTY_USAGE_NO_INSTANCE_STATE = 1024
The property does not save its state in PackedScene.
PROPERTY_USAGE_RESTART_IF_CHANGED = 2048
Editing the property prompts the user for restarting the editor.
PROPERTY_USAGE_SCRIPT_VARIABLE = 4096
The property is a script variable. PROPERTY_USAGE_SCRIPT_VARIABLE can be used to distinguish between exported script variables from built-in variables (which don't have this usage flag). By default, PROPERTY_USAGE_SCRIPT_VARIABLE is not applied to variables that are created by overriding Object._get_property_list() in a script.
PROPERTY_USAGE_STORE_IF_NULL = 8192
The property value of type Object will be stored even if its value is null.
PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 16384
If this property is modified, all inspector fields will be refreshed.
PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE = 32768
This flag is not used by the engine.
PROPERTY_USAGE_CLASS_IS_ENUM = 65536
The property is a variable of enum type, i.e. it only takes named integer constants from its associated enumeration.
PROPERTY_USAGE_NIL_IS_VARIANT = 131072
If property has nil as default value, its type will be Variant.
PROPERTY_USAGE_ARRAY = 262144
The property is an array.
PROPERTY_USAGE_ALWAYS_DUPLICATE = 524288
When duplicating a resource with Resource.duplicate(), and this flag is set on a property of that resource, the property should always be duplicated, regardless of the subresources bool parameter.
PROPERTY_USAGE_NEVER_DUPLICATE = 1048576
When duplicating a resource with Resource.duplicate(), and this flag is set on a property of that resource, the property should never be duplicated, regardless of the subresources bool parameter.
PROPERTY_USAGE_HIGH_END_GFX = 2097152
The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).
PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT = 4194304
The NodePath property will always be relative to the scene's root. Mostly useful for local resources.
PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT = 8388608
Use when a resource is created on the fly, i.e. the getter will always return a different instance. ResourceSaver needs this information to properly save such resources.
PROPERTY_USAGE_KEYING_INCREMENTS = 16777216
Inserting an animation key frame of this property will automatically increment the value, allowing to easily keyframe multiple values in a row.
PROPERTY_USAGE_DEFERRED_SET_RESOURCE = 33554432
This flag is not used by the engine.
PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT = 67108864
When this property is a Resource and base object is a Node, a resource instance will be automatically created whenever the node is created in the editor.
PROPERTY_USAGE_EDITOR_BASIC_SETTING = 134217728
The property is considered a basic setting and will appear even when advanced mode is disabled. Used for project settings.
PROPERTY_USAGE_READ_ONLY = 268435456
The property is read-only in the EditorInspector.
PROPERTY_USAGE_SECRET = 536870912
An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.
PROPERTY_USAGE_DEFAULT = 6
Default usage (storage and editor).
PROPERTY_USAGE_NO_EDITOR = 2
Default usage but without showing the property in the editor (storage).
METHOD_FLAG_NORMAL = 1
Flag for a normal method.
METHOD_FLAG_EDITOR = 2
Flag for an editor method.
METHOD_FLAG_CONST = 4
Flag for a constant method.
METHOD_FLAG_VIRTUAL = 8
Flag for a virtual method.
METHOD_FLAG_VARARG = 16
Flag for a method with a variable number of arguments.
METHOD_FLAG_STATIC = 32
Flag for a static method.
METHOD_FLAG_OBJECT_CORE = 64
Used internally. Allows to not dump core virtual methods (such as Object._notification()) to the JSON API.
METHOD_FLAG_VIRTUAL_REQUIRED = 128
Flag for a virtual method that is required. In GDScript, this flag is set for abstract functions.
METHOD_FLAGS_DEFAULT = 1
Default method flags (normal).
TYPE_NIL = 0
Variable is null.
TYPE_BOOL = 1
Variable is of type bool.
TYPE_INT = 2
Variable is of type int.
TYPE_FLOAT = 3
Variable is of type float.
TYPE_STRING = 4
Variable is of type String.
TYPE_VECTOR2 = 5
Variable is of type Vector2.
TYPE_VECTOR2I = 6
Variable is of type Vector2i.
TYPE_RECT2 = 7
Variable is of type Rect2.
TYPE_RECT2I = 8
Variable is of type Rect2i.
TYPE_VECTOR3 = 9
Variable is of type Vector3.
TYPE_VECTOR3I = 10
Variable is of type Vector3i.
TYPE_TRANSFORM2D = 11
Variable is of type Transform2D.
TYPE_VECTOR4 = 12
Variable is of type Vector4.
TYPE_VECTOR4I = 13
Variable is of type Vector4i.
TYPE_PLANE = 14
Variable is of type Plane.
TYPE_QUATERNION = 15
Variable is of type Quaternion.
TYPE_AABB = 16
Variable is of type AABB.
TYPE_BASIS = 17
Variable is of type Basis.
TYPE_TRANSFORM3D = 18
Variable is of type Transform3D.
TYPE_PROJECTION = 19
Variable is of type Projection.
TYPE_COLOR = 20
Variable is of type Color.
TYPE_STRING_NAME = 21
Variable is of type StringName.
TYPE_NODE_PATH = 22
Variable is of type NodePath.
TYPE_RID = 23
Variable is of type RID.
TYPE_OBJECT = 24
Variable is of type Object.
TYPE_CALLABLE = 25
Variable is of type Callable.
TYPE_SIGNAL = 26
Variable is of type Signal.
TYPE_DICTIONARY = 27
Variable is of type Dictionary.
TYPE_ARRAY = 28
Variable is of type Array.
TYPE_PACKED_BYTE_ARRAY = 29
Variable is of type PackedByteArray.
TYPE_PACKED_INT32_ARRAY = 30
Variable is of type PackedInt32Array.
TYPE_PACKED_INT64_ARRAY = 31
Variable is of type PackedInt64Array.
TYPE_PACKED_FLOAT32_ARRAY = 32
Variable is of type PackedFloat32Array.
TYPE_PACKED_FLOAT64_ARRAY = 33
Variable is of type PackedFloat64Array.
TYPE_PACKED_STRING_ARRAY = 34
Variable is of type PackedStringArray.
TYPE_PACKED_VECTOR2_ARRAY = 35
Variable is of type PackedVector2Array.
TYPE_PACKED_VECTOR3_ARRAY = 36
Variable is of type PackedVector3Array.
TYPE_PACKED_COLOR_ARRAY = 37
Variable is of type PackedColorArray.
TYPE_PACKED_VECTOR4_ARRAY = 38
Variable is of type PackedVector4Array.
TYPE_STRUCT = 39
Variable is of type Struct.
TYPE_MAX = 40
Represents the size of the Variant.Type enum.
OP_EQUAL = 0
Equality operator (==).
OP_NOT_EQUAL = 1
Inequality operator (!=).
OP_LESS = 2
Less than operator (<).
OP_LESS_EQUAL = 3
Less than or equal operator (<=).
OP_GREATER = 4
Greater than operator (>).
OP_GREATER_EQUAL = 5
Greater than or equal operator (>=).
OP_ADD = 6
Addition operator (+).
OP_SUBTRACT = 7
Subtraction operator (-).
OP_MULTIPLY = 8
Multiplication operator (*).
OP_DIVIDE = 9
Division operator (/).
OP_NEGATE = 10
Unary negation operator (-).
OP_POSITIVE = 11
Unary plus operator (+).
OP_MODULE = 12
Remainder/modulo operator (%).
OP_POWER = 13
Power operator (**).
OP_SHIFT_LEFT = 14
Left shift operator (<<).
OP_SHIFT_RIGHT = 15
Right shift operator (>>).
OP_BIT_AND = 16
Bitwise AND operator (&).
OP_BIT_OR = 17
Bitwise OR operator (|).
OP_BIT_XOR = 18
Bitwise XOR operator (^).
OP_BIT_NEGATE = 19
Bitwise NOT operator (~).
OP_AND = 20
Logical AND operator (and or &&).
OP_OR = 21
Logical OR operator (or or ||).
OP_XOR = 22
Logical XOR operator (not implemented in GDScript).
OP_NOT = 23
Logical NOT operator (not or !).
OP_IN = 24
Logical IN operator (in).
OP_MAX = 25
Represents the size of the Variant.Operator enum.