animation
Plays animation clips on the node. library is the clip asset, autoplay the clip started on load, speed the rate; the animation module drives playback.
bindings
Reactions the node runs from a table: each row is an event, a when over the scene's [variables], an action, a target node and a value.
body2d
A 2D rigid body simulated by rapier in the xy plane. kind is dynamic, static, kinematic or kinematic_velocity; add a collider2d for its shape.
body3d
A 3D rigid body simulated by rapier. kind is dynamic, static, kinematic or kinematic_velocity; add a collider3d for its shape.
bone2d
Makes the node a 2D bone. rest_position and rest_rotation are the pose a rig returns to; length and angle draw its gizmo.
bone3d
Makes the node a 3D bone. rest_position, rest_rotation and rest_scale are the pose a rig returns to; length draws its gizmo.
boolean2d
Draws the node as its 2D children combined by op: union, difference or intersection. The children stay in the tree, hidden and editable.
boolean3d
Draws the node as its children combined by op: union, difference or intersection. The children stay in the tree, hidden and editable.
camera2d
The orthographic camera a flat scene is drawn from. zoom scales it, ambient lights every 2D surface, and the last current camera wins.
camera3d
The perspective camera the scene is drawn from. look_at aims it, and the last current camera wins.
character2d
A 2D character controller: physics2d.move_character slides the node along walls and steps it up ledges. Needs a collider2d; a kinematic body2d lets it…
character3d
A 3D character controller: physics3d.move_character slides the node along walls and steps it up ledges. Needs a collider3d; a kinematic body3d lets it…
cloner
Draws the node's subtree many times; physics and scripts still see one node. mode is linear, radial or grid, or list for the copies a scene or a script…
collider2d
The node's 2D collision shape, chosen by kind. It belongs to the node's body2d or the nearest body above it; without one it is static geometry.
collider3d
The node's 3D collision shape, chosen by kind. It belongs to the node's body3d or the nearest body above it; without one it is static geometry.
environment
The scene's atmosphere: sky, ambient, fog, exposure, tonemap, colour grading and the shadow budget. The last current one wins; per-view effects stay on…
joint2d
Joins this node's body to body. kind is fixed, revolute, prismatic, rope, spring, pin_slot or generic; both ends need a body2d on or above the node.
joint3d
Joins this node's body to body. kind is fixed, revolute, prismatic, spherical, rope, spring or generic; both ends need a body3d on or above the node.
light2d
A 2D light at the node's position. kind is point or directional; the first light2d in a scene drops everything else to the camera's ambient.
light3d
A 3D light placed and aimed by the node. kind is directional, point or spot; the first light3d in a scene retires the engine's default key light.
listener
The point positional sounds are heard from: distance sets volume, offset across its right sets pan. The last current listener wins; without one, sounds…
material
source is the material asset this node and everything under it draw with. A renderable's own material property overrides it for that node alone.
mesh
3D geometry from the mesh asset in source, drawn at the node. With a skin, the rig skeleton names deforms it.
meta
Named values filed on the node, like Godot's set_meta. It has no fixed properties; every key is the author's.
modifier2d
Poses 2D bones toward target after the clip runs. kind is look_at, two_bone_ik, fabrik, ccdik, jiggle or follow; follow moves the node by offset and lag.
modifier3d
Poses bone3d nodes toward target after the clip runs. kind is look_at, two_bone_ik, fabrik, ccdik, jiggle or follow; follow moves the node by offset and…
occluder2d
The outline the node blocks 2D light with. With no mesh it follows the node's collider2d, or else its circle, capsule, rect or sprite shape.
particles
A visual-only 2D emitter at the node: rate, lifetime, speed, spread and gravity. The live particles are renderer state the simulation never sees.
polygon
A filled, textured 2D polygon from the mesh asset's points and triangles. With skin weights, the rig skeleton names deforms it.
ragdoll
Drives a rig's bones from the bodies that physics2d.ragdoll or physics3d.ragdoll built. blend is how much of the simulated pose the bones take, 0 to 1.
reflection_probe
A box the room around it was captured inside. A reflective surface within it mirrors that capture, aimed at the box, instead of the distant sky.
shape2d
An untextured 2D primitive at the node. kind is circle, rect, capsule, ellipse, star, ngon or polyline; a polyline follows a mesh or path2d asset.
shape3d
An untextured 3D primitive at the node, tinted by color. kind is ball, cuboid, capsule, cylinder, cone, plane, torus, pyramid, prism or tube.
softbody2d
A deformable 2D body: particles linked by elastic constraints, laid out by kind and made of what the material rows say. A polygon on the same node is…
softbody3d
A deformable 3D body: particles linked by elastic constraints, laid out by kind and made of what the material rows say. The node is drawn from the…
sound
A sound on the node: file, volume, pitch and loop. autoplay starts it on load, audio.play_on triggers it, and positional plays it from the node for the…
sprite
A textured 2D quad at the node, sized by pixels_per_unit. columns and rows, or a sprite_sheet in sheet, cut it into frames frame picks.
state_machine
Runs the state_machine asset in machine over the player node's clips. auto transitions fire when their conditions come on; animation.travel moves to a…
states
Named looks for the node. Every key beside current and duration is a state holding per-component property tables; node.states.go("hover") patches one…
text2d
A block of text drawn in the 2D pass, pixels_per_unit font pixels per world unit.
text3d
A block of text drawn in the 3D pass on a quad, pixels_per_unit font pixels per world unit; billboard turns it to the camera.
tile_collision
Collision for the node's tilemap cells: every tile the tileset marks solid, one shape per behaviour, with the material keys a collider2d takes.
tilemap
A grid of tiles from one tileset asset, centred on the node. cells holds rows of tile ids; pixels_per_unit is tile pixels per world unit.
timer
Counts wait_time seconds down and emits timeout from the node, which bindings hear as emitted:timeout. running or autostart starts it; one_shot stops…
touch_button
An on-screen button that presses an action while a finger is on it. anchor and offset place it inside the screen's safe area.
touch_stick
An on-screen stick that drives action_x and action_y from -1..1 while a thumb drags it, y positive away from the player. anchor and offset place it.
transform
The node's position, rotation_euler, scale and skew in its parent's space. A node without one sits at its parent.
vehicle3d
Makes the node's body3d a raycast vehicle chassis, driven by the wheel3d children under it. forward_axis and up_axis orient it.
wheel3d
One wheel of the vehicle3d above it; the node's position on the chassis is where its ray starts. physics3d.set_engine_force, set_brake and set_steering…
widget
A HUD element drawn every frame: kind picks label, button, panel and more, anchor places it in design pixels. A button sets clicked and calls on_click.