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일반

  • 정보
    • 소개
      • 시작하기에 앞서
      • Godot 엔진에 대하여
      • 문서에 대하여
      • 문서의 구조
    • 자주 묻는 질문들(FAQ)
      • Godot로 무엇을 할 수 있나요? 가격은 얼마인가요? 라이선스 조항은 어떻게 되나요?
      • Godot는 어떤 플랫폼을 지원하나요?
      • Godot는 어떤 프로그래밍 언어를 지원하나요?
      • GDScript는 무엇이고 왜 이것을 써야 하나요?
      • GDScript를 제작하게 된 동기가 무엇입니까?
      • Godot는 어떤 유형의 3D 모델 형식을 지원합니까?
      • Godot에서 [FMOD, GameWorks 등 클로즈 SDK]가 지원될까요?
      • Godot가 Direct3D 대신 Vulkan 또는 OpenGL을 사용하는 이유는 무엇인가요?
      • 다양한 해상도와 화면 비율에 맞는 에셋을 어떻게 만듭니까?
      • Godot의 기능확장을 어떻게 합니까?
      • Godot의 다음 릴리스는 언제입니까?
      • 저도 기여하고 싶어요! 어떻게 시작해야 하나요?
      • Godot에 대한 좋은 아이디어가 있습니다. 어떻게 이것을 공유할 수 있나요?
      • Godot는 라이브러리로서 사용될 수 있을까요?
      • Godot가 STL (표준 템플릿 라이브러리)을 사용하지 않는 이유
      • 왜 Godot는 예외(Exception)를 사용하지 않나요?
      • 왜 Godot는 런타임 유형 정보(RTTI)를 시행하지 않나요?
      • Godot은 왜 DoD(데이터 지향 디자인) 구현을 강제하지 않습니까?
      • 어떻게 Godot 개발을 돕거나 후원할 수 있나요?
      • Godot은 누가 만드나요? 제가 연락할 수 있을까요?
    • 문제해결
      • 에디터 나 프로젝트 매니저에서하는 모든 작업이 한 프레임 지연된 것처럼 보입니다.
      • 에디터에서 3D 카메라를 회전하면 그리드가 사라지고 메시가 검게 변합니다.
      • The editor or project takes a very long time to start.
      • The Godot editor appears frozen after clicking the system console.
      • The project window appears blurry, unlike the editor.
      • The project window doesn't appear centered when I run the project.
      • The project works when run from the editor, but fails to load some files when running from an exported copy.
    • List of features
      • 기능
        • Platforms
        • 편집기
        • 2D graphics
        • 2D tools
        • 2D physics
        • 3D graphics
        • 3D tools
        • 3D physics
        • Shaders
        • 스크립팅(Scripting)
        • 오디오
        • Import
        • 입력
        • 네비게이션
        • 네트워킹(Networking)
        • 현지화(Internationalization)
        • Windowing and OS integration
        • Mobile
        • XR support (AR and VR)
        • GUI system
        • 애니메이션
        • Formats
        • 기타(Miscellaneous)
    • 문서 변경 내역
      • 3.1 버전 이후의 새로운 튜토리얼
        • 프로젝트 워크플로
        • 2D
        • 오디오
        • 수학
        • 입력(Input)
        • 현지화(Internationalization)
        • 셰이딩(Shading)
        • 네트워킹(Networking)
        • VR
        • 플러그인(Plugin)
        • 멀티 스레딩(Multi-threading)
        • 내용물 만들기(Creating content)
        • 최적화(Optimization)
        • 법률(Legal)
      • 3.0 버전 이후 새로운 튜토리얼
        • 단계별
        • 스크립팅(Scripting)
        • 프로젝트 워크플로
        • 2D
        • 3D
        • 물리(Physics)
        • 애니메이션
        • GUI
        • 뷰포트(Viewport)
        • 셰이딩(Shading)
        • 플러그인(Plugin)
        • 플랫폼 특화(Platform-specific)
        • 멀티 스레딩(Multi-threading)
        • 내용물 만들기(Creating content)
        • 기타(Miscellaneous)
        • 컴파일링(Compiling)
        • 엔진 개발(Engine development)
    • Godot release policy
      • Godot versioning
      • Release support timeline
      • 다음 버전은 언제 출시되나요?

시작하기

  • 단계별
    • Godot 편집기 소개
      • 프로젝트 매니저(Project Manager)
        • 프로젝트를 만들거나 가져오기
      • Your first look at Godot's editor
      • 작업 공간(Workspace)
      • 인터페이스 수정하기
        • 독의 이동과 크기 조절
    • 씬과 노드(Scenes and nodes)
      • 소개
      • 노드(Node)
      • 씬(Scene)
      • 편집기
      • 프로젝트 설정하기
      • 계속...
    • 인스턴스(Instance)하기
      • 소개
      • 예제를 통해 인스턴스하기
      • 여러 인스턴스
      • 인스턴스 편집하기
      • 결론
    • 인스턴스하기 (이어서)
      • 복습
      • 디자인 언어
      • 정보가 너무 많아요!
    • 스크립팅(Scripting)
      • 소개
        • GDScript
        • VisualScript
        • .NET / C#
        • GDNative / C++
      • 씬 스크립트하기
        • 씬 설정
        • 스크립트 추가하기
        • 스크립트의 역할
        • 시그널(Signal) 다루기
    • 스크립팅 (계속)
      • 처리(Process)하기
      • 그룹
      • 알림(Notification)
      • 다시 정의할 수 있는 함수
      • 노드 만들기
      • 씬 인스턴스하기
      • 스크립트를 클래스로 등록하기
    • 시그널
      • 소개
      • Timer 예제
        • 노드에서 시그널 연결하기
      • 맞춤 시그널
      • 결론
    • 당신의 첫 게임
      • 개요
      • 프로젝트 설정하기
        • 프로젝트 조직하기
      • Player(플레이어) 씬
        • 노드 구조
        • 스프라이트 애니메이션
        • 플레이어 움직이기
        • 애니메이션 고르기
        • 충돌 준비하기
      • 적 씬
        • 노드 설정하기
        • 적 스크립트
      • 메인 씬
        • 적 스폰하기
        • 메인 스크립트
        • Testing the scene
      • HUD
        • ScoreLabel
        • Message
        • StartButton
        • 메인에 HUD를 연결하기
        • 오래된 적들 제거하기
      • 마무리 작업
        • 배경(Background)
        • 음향 효과(Sound effects)
        • Keyboard shortcut
      • 프로젝트 파일
    • 내보내기(Exporting)
      • 개요
      • 프로젝트 준비하기
      • 메인 씬 설정하기
      • 템플릿 내보내기
      • 프리셋 내보내기
      • 플랫폼 별 내보내기
        • PC (Linux/macOS/Windows)
        • Android
        • iOS
        • HTML5 (웹)
    • Godot의 디자인 철학
      • 객체 지향 디자인과 구성
      • 올인원 패키지
      • 오픈 소스
      • 커뮤니티 중심
      • Godot 편집기는 Godot 게임입니다
      • 2D 와 3D 엔진을 분리함
    • 컨트롤(Control) 노드로 인터페이스를 설계하기
      • 가장 일반적인 5가지 UI 요소들
        • TextureRect
        • TextureButton
        • TextureProgress
        • Label
        • NinePatchRect
      • 반응형 UI를 만들기 위한 두 가지 워크플로가 있습니다
      • 앵커를 사용하여 UI 요소를 정밀하게 배치하세요
        • 앵커를 바꾸는 방법
        • 앵커는 부모 컨테이너를 기준로 합니다
        • 마진은 앵커가 변하면 같이 변합니다
        • UI 요소가 이용 가능한 영역을 채우는 방식을 바꾸기 위해서 사이즈 태그를 사용하세요
      • 컨테이너에 컨트롤 노드를 자동으로 배열하기
        • 다섯 가지 가장 유용한 컨테이너들
    • 타이틀 화면 만들기
      • 게임 UI를 디자인하는 방법
      • 메인 메뉴 디자인하기
        • UI 모형 파헤치기
        • 메인 메뉴 씬 준비하기
        • UI 스프라이트 추가하기
        • 컨테이너를 추가하여 UI 요소들을 자동으로 놓기
        • UI 모형 파헤치기
    • GUI 설계하기
      • UI 파헤치기
      • 기초 GUI 만들기
        • Bars의 기초 만들기
        • Label의 폰트 교체하기
        • 경과 막대 추가하기
      • 폭탄과 에메랄드 카운터 설계하기
      • Bar와 Counter를 다시 사용할 수 있는 UI 구성 요소로 바꾸기
      • 씬 상속을 사용해서 나머지 요소를 만들기
        • LifeBar를 만들기 위해 Bar 씬을 상속하기
        • EnergyBar 설계하기
        • 폭탄과 에메랄드 카운터 준비하기
      • 최종 GUI에 UI 구성 요소들을 추가하기
      • 게임 모형에 GUI를 배치하기
    • 코드를 통해 게임의 UI를 제어하기
      • 소개
      • 시작 프로젝트를 다운로드하고 탐구하기
      • 플레이어의 max_health로 Lifebar 설정하기
      • 플레이어가 피해를 입었을 때 시그널로 체력을 업데이트하기
      • Tween 노드로 체력이 감소하는 것을 애니메이트하기
      • animated_health를 LifeBar에 지정하기
      • Player가 죽을 때 막대가 사라지게 하기
    • 스플래시 화면
      • 튜토리얼
      • 설정하기
    • 애니메이션(Animations)
      • 소개
      • 애니메이션 플레이어 추가하기
      • 애니메이션 만들기
      • 애니메이션 편집하기
    • 리소스
      • 노드와 리소스
      • 외부(External) vs 내장(built-in)
      • 코드에서 리소스를 불러오기
      • 씬 불러오기
      • 리소스 해제(Free)하기
      • 자신의 리소스 만들기
    • 파일 시스템(File system)
      • 소개
      • 구현
      • project.godot
      • 경로 구분 기호
      • 리소스 경로(Resource path)
      • 사용자 경로(User path)
      • 호스트 파일 시스템(Host file system)
      • 단점
    • SceneTree(씬 트리)
      • 소개
      • MainLoop(메인루프)
      • SceneTree(씬 트리)
      • 루트 뷰포트(Root viewport)
      • 씬 트리
      • 트리 순서
      • 씬 트리 에 들어가서 "활성화하기"
      • 현재 씬 변경하기
    • 싱글톤(오토로드)(Singletons(AutoLoad))
      • 소개
      • 오토로드
      • 맞춤 씬 전환기
        • Global.gd
  • 편집기 매뉴얼
    • 명령줄(Command line) 튜토리얼
      • 명령줄 참조
      • 경로
      • 프로젝트 경로 설정하기
      • 프로젝트 생성하기
      • 편집기 실행하기
      • 씬 지우기
      • 게임 실행하기
      • 디버깅
      • 내보내기(Exporting)
      • 스크립트 실행하기
    • 외부 텍스트 편집기 사용하기
    • Default editor shortcuts
      • General Editor Actions
      • 2D / Canvas Item Editor
      • 3D / Spatial Editor
      • Text Editor
      • 스크립트 편집기
      • Visual Script Editor
      • Editor Output
      • 디버거
      • File Dialog
      • 파일 시스템 독
      • Scene Tree Dock
      • Animation Track Editor
      • Tile Map Editor
      • Tileset Editor
    • Unity에서 Godot 엔진까지
      • 차이점
      • 편집기
      • 씬 시스템
      • 프로젝트 조직
      • 프리펩은 어디갔나요?
      • 어휘 일치
      • 스크립팅: GDScript, C# and Visual Script
        • 디자인
        • 연결: 그룹과 시그널
        • 스크립트 직렬화
      • C++로 Godot 사용하기
  • 스크립팅(Scripting)
    • GDScript
      • GDScript 기초
        • 소개
        • 언어
        • 내장 유형(Built-in type)
        • 데이터(Data)
      • GDScript: 동적 언어 소개
        • 정보
        • 동적 성격
        • 배열
        • 딕셔너리
        • For & while
        • While
        • 맞춤 반복자(Iterator)
        • 덕 타이핑(Duck typing)
      • GDScript 내보내기(Export)
        • 내보내기 소개
        • 예제
        • 비트 플래그(bit flags) 내보내기
        • 배열 내보내기
        • Setting exported variables from a tool script
        • Advanced exports
      • GDScript 스타일 가이드
        • 서식(Formatting)
        • 명명 규칙
        • 코드 순서
        • 정적 타이핑(Static Typing)
      • GDScript에서 정적 타이핑(Static typing)
        • 정적 타이핑에 대한 간단한 설명
        • 정적 타입 사용법
        • 타입형 혹은 동적: 하나의 스타일을 고수하기
        • 경고 시스템(Warning system)
        • Cases where you can't specify types
        • 요약
      • GDScript warning system
      • GDScript 형식 문자열(format strings)
        • GDScript에서 사용법
        • 많은 플레이스 홀더
        • 형식 지정자(Format specifiers)
        • 패딩
        • 이스케이프 시퀀스
        • 형식 메서드 예제
    • VisualScript
      • Visual Scripting(비주얼 스크립팅)은 무엇인가요
      • Visual Scripting 시작하기
        • 스크립트 만들기(Creating a script)
        • 함수 추가하기(Adding a function)
      • 노드와 전문 용어(Nodes and terminology)
        • 노드 속성(Node Property)
        • 포트 그리고 연결
        • 노드 추가하기
        • 더 많은 노드 추가하기
      • Custom VisualScript nodes
        • Creating a custom node
        • Using a custom node
    • C#
      • C# basics
        • 소개
        • Godot에 C# 설치하기
        • 외부 편집기 설정
        • C# 스크립트 만들기
        • 프로젝트 설정과 작업 흐름
        • 예제
        • C#과 GDScript와의 일반적인 차이
        • 현재 문제와 알려진 문제
        • Godot에서 C#의 퍼포먼스
        • Godot에서 NuGet 패키지 사용하기
        • C# 코드 프로파일링
        • 디버깅을 위한 VS 2019 구성
        • Configuring Visual Studio Code for debugging
      • C# features
        • 형 변환(Type conversion)과 캐스팅(casting)
        • C# 시그널
        • Preprocessor defines
      • C# API differences to GDScript
        • 일반적인 차이점
        • 전역 범위
        • Export 키워드
        • Signal 키워드
        • Singletons
        • String
        • Basis
        • Transform2D
        • Plane
        • Rect2
        • Quat
        • 배열
        • 딕셔너리
        • Variant
        • 다른 스크립팅 언어와 소통하기
        • Yield
        • 다른 차이점
      • C# 스타일 가이드
        • 언어 사양
        • 서식(Formatting)
        • 명명 규칙
        • Member variables
        • Local variables
        • 암시적 형식 지역 변수
        • 기타 고려 사항
    • Cross-language scripting
      • Instantiating nodes
        • Instantiating C# nodes from GDScript
        • Instantiating GDScript nodes from C#
      • Accessing fields
        • Accessing C# fields from GDScript
        • Accessing GDScript fields from C#
      • Calling methods
        • Calling C# methods from GDScript
        • Calling GDScript methods from C#
      • 상속(Inheritance)
    • Creating script templates
      • Locating the templates
        • Editor-defined templates
        • Project-defined templates
      • Language support and overriding behavior
      • Default template
      • List of template placeholders
        • Base placeholders
        • Type placeholders
  • 프로젝트 워크플로
    • 프로젝트 설정하기
      • 프로젝트 조직
        • 소개
        • 구성
        • Style guide
        • 가져오기
        • Case sensitivity
      • Version Control Systems
        • 소개
        • Official Git plugin
        • Files to exclude from VCS
        • Working with Git on Windows
    • 애셋 워크플로
      • 가져오기 방법
        • Godot 3.0+에서 애셋 가져오기
        • 가져오기 매개변수 변경하기
        • Reimporting multiple assets
        • 자동 다시 가져오기
        • 생성된 파일
        • 가져오기 리소스 타입 변경하기
        • 기본값 가져오기 매개변수 변경하기
        • 단순함이 핵심입니다!
      • 이미지 가져오기
        • Supported image formats
        • 텍스처 가져오기
        • 압축
        • 플래그
        • Process(가공)
        • Svg
      • 오디오 샘플 가져오기
        • 왜 가져오나요?
        • 모범 사례
      • 번역 가져오기
        • 게임과 현지화
        • 번역 형식
        • CSV 가져오기
      • 3D 씬 가져오기
        • Godot 씬 가져오기
        • 가져오기 워크플로
        • 설정 가져오기
        • 애니메이션 설정
        • 씬 상속
        • 가져오기 힌트
      • 블렌더 ESCN 내보내기(Exporter)
        • 내보내기에 대한 세부 정보
        • 특정 객체를 비활성화하기
        • 파이프라인 통합 빌드
    • 내보내기
      • 프로젝트 내보내기
        • 왜 내보내나요?
        • 내보내기 메뉴
        • 명령줄에서 내보내기
        • PCK versus ZIP pack file formats
      • 패키지, 패치, 모드 내보내기
        • 사용 사례
        • PCK 파일의 개요
        • PCK 파일 생성하기
        • 런타임에 PCK 파일 열기
        • 요약
      • 기능 태그
        • 소개
        • 기본 기능
        • 맞춤 기능
        • 프로젝트 설정 재정의하기
        • 기본 재정의
        • 빌드 커스터마이징하기
      • PC로 내보내기
      • Windows에 응용 프로그램 아이콘 바꾸기
        • Creating an ICO file
        • 작업 표시줄 아이콘 바꾸기
        • 파일 아이콘 바꾸기
        • 결과 시험하기
      • 유니버설 Windows 플랫폼으로 내보내기
        • Xbox One의 제한사항
        • 서명 인증서 만들기
        • Setting up automatic signing
        • 패키지 설치하기
      • iOS로 내보내기
        • 요구사항
        • Godot 프로젝트를 Xcode로 내보내기
        • 능동적 개발 고려사항
        • iOS 용 서비스
      • Android로 내보내기
        • Android SDK 다운로드하기
        • Install OpenJDK
        • debug.keystore 만들기
        • Godot에서 설정하기
        • 실행 아이콘 제공
        • 구글 플레이 스토어로 내보내기
        • Optimizing the APK size
      • Android 용 맞춤 빌드
        • 맞춤 빌드 환경 설정하기
        • Install the Android SDK (command-line version)
        • Android SDK 설치하기 (Android 스튜디오)
        • Enabling the custom build and exporting
      • 웹으로 내보내기
        • WebGL 2
        • 제한사항
        • 파일 전달하기
        • 내보내기 설정
        • 스크립트에서 JavaScript 호출하기
      • Exporting for dedicated servers
        • Platform support
        • "Headless" versus "server" binaries
        • Exporting a PCK file
        • Preparing the server distribution
        • Starting the dedicated server
        • Next steps
      • 원 클릭 배포
        • 좋은거 같은데요, 이게 뭔가요?
        • 원 클릭 배포 단계
    • 모범 사례
      • 소개
      • Applying object-oriented principles in Godot
        • How scripts work in the engine
        • 씬(Scene)
      • 씬 구성
        • 효과적으로 관계를 짓는 방법
        • 노드 트리 구조 선택하기
      • 씬과 스크립트 중 하나를 사용해야 하는 경우
        • 익명 타입
        • 명명된 타입
        • Performance of Script vs PackedScene
        • 결론
      • Autoloads versus regular nodes
        • The cutting audio issue
        • Managing shared functionality or data
        • When you should use an Autoload
      • 노드를 모든 용도로 사용하는 것을 피하는 시기와 방법
      • Godot 인터페이스
        • 객체 참조 얻기
        • Accessing data or logic from an object
      • Godot notifications
        • _process vs. _physics_process vs. *_input
        • _init vs. initialization vs. export
        • _ready vs. _enter_tree vs. NOTIFICATION_PARENTED
      • Data preferences
        • Array vs. Dictionary vs. Object
        • Enumerations: int vs. string
        • AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree
      • Logic preferences
        • Loading vs. preloading
        • Large levels: static vs. dynamic

튜토리얼

  • 2D
    • Canvas layers
      • Viewport and Canvas items
      • CanvasLayers
    • 뷰포트와 캔버스 변형
      • 소개
      • 캔버스 변형
      • 전역 캔버스 변형(Global canvas transform)
      • 늘이기 변형(Stretch transform)
      • 변형 순서
      • 변형 기능들
      • Feeding custom input events
    • 타일맵 사용하기
      • 소개
      • 프로젝트 설정하기
      • TileMap node
      • Creating a TileSet
      • 충돌 모양
      • Atlas tiles
        • Random tile priorities
      • Autotiles
        • 2x2
        • 3x3 (minimal)
        • 3x3
        • Disabling autotile
        • Autotile binding
      • Tips and tricks
    • 입자(Particle) 시스템 (2D)
      • 소개
        • Particle nodes
        • ParticlesMaterial
        • Texture
      • Time parameters
        • Lifetime
        • One Shot
        • Preprocess
        • Speed Scale
        • Explosiveness
        • 랜덤성(Randomness)
        • Fixed FPS
        • Fract Delta
      • Drawing parameters
        • Visibility Rect
        • 지역 좌표
        • Draw Order
      • ParticlesMaterial settings
        • Direction
        • Spread
        • Flatness
        • 중력
        • 초기 속도(Initial Velocity)
        • Angular Velocity
        • 회전 속도(Spin Velocity)
        • 공전 속도(Orbit Velocity)
        • 선형 가속도(Linear Acceleration)
        • 지름 가속도(Radial Acceleration)
        • 접선가속도(Tangential Acceleration)
        • Damping
        • 각도
        • Scale
        • 색깔
        • Hue variation
      • 방출 모양(Emission Shapes)
        • 방출 마스크
        • 방출 색상
    • 2D 이동 개요
      • 소개
      • Setup
      • 8 방향 이동
      • 회전 + 이동
      • 회전 + 이동 (마우스)
      • 클릭과 이동
      • 요약
    • 2D 빛(lights)과 그림자(shadows)
      • 소개
      • Setup
      • 노드(Node)
      • 빛(Lights)
      • 그림자
      • 단계별
    • 2D 메시
      • 소개
      • Optimizing pixels drawn
      • 스프라이트를 2D 메시로 변환하기
    • Custom drawing in 2D
      • 왜?
      • But...
      • OK, how?
      • Updating
      • 예제: 원호 그리기
        • 호(Arc) 함수
        • 화면에 호 그리기
        • Arc polygon function
        • Dynamic custom drawing
      • 도구
    • 2D 스프라이트 애니메이션
      • 소개
      • Individual images with AnimatedSprite
        • 애니메이션 제어하기
      • Sprite sheet with AnimatedSprite
      • Sprite sheet with AnimationPlayer
        • Controlling an AnimationPlayer animation
      • 요약
  • 3D
    • 3D 소개
      • Spatial node
      • 3D content
        • DCC-created models
        • Generated geometry
        • 즉각적인 지오메트리(Immediate geometry)
        • 2D in 3D
      • Environment
      • 3D viewport
        • Coordinate system
        • Space and manipulation gizmos
        • View menu
        • Default environment
        • Cameras
        • 빛(Lights)
    • 3D 변형(transform) 사용하기
      • 소개
      • Problems of Euler angles
        • Axis order
        • 보간법 (Interpolation)
        • Say no to Euler angles
      • Introducing transforms
        • Manipulating transforms
        • Precision errors
        • Obtaining information
        • Setting information
        • 쿼터니언(quaternions) 으로 보간하기
      • Transforms are your friend
    • 3D rendering limitations
      • 소개
      • Texture size limits
      • Color banding
      • Depth buffer precision
      • Transparency sorting
      • Multi-sample antialiasing
    • Spatial Material
      • 소개
      • 플래그
        • Transparent
        • Use Shadow to Opacity
        • Unshaded
        • Vertex Lighting
        • No Depth Test
        • Use Point Size
        • World Triplanar
        • Fixed Size
        • Do Not Receive Shadows
        • Disable Ambient Light
        • Ensure Correct Normals
      • Vertex Color
        • Use as Albedo
        • Is sRGB
      • Parameters
        • Diffuse Mode
        • Specular Mode
        • Blend Mode
        • Cull Mode
        • Depth Draw Mode
        • Line Width
        • Point Size
        • Billboard Mode
        • Billboard Keep Scale
        • Grow
        • Use Alpha Scissor
      • Material colors, maps and channels
        • Albedo
        • Metallic
        • Roughness
        • Emission
        • Normal map
        • Rim
        • Clearcoat
        • Anisotropy
        • Ambient Occlusion
        • 깊이
        • Subsurface Scattering
        • Transmission
        • Refraction
        • Detail
        • UV1 and UV2
        • Triplanar Mapping
      • Proximity and distance fade
      • Render priority
    • 3D lights and shadows
      • 소개
      • Light nodes
        • Shadow mapping
        • Directional shadow mapping
        • Omni shadow mapping
        • Spot shadow mapping
    • Reflection probes
      • 소개
      • 설정하기
      • Interior vs exterior
      • Blending
      • Reflection atlas
    • GI Probes
      • 소개
      • 설정하기
      • 빛 추가하기
      • Reflections
      • Interior vs exterior
      • Tweaking
      • Quality
    • Baked lightmaps
      • 소개
      • 시각적 비교
      • 설정하기
        • Unwrap from your 3D DCC
        • Unwrap from within Godot
        • Unwrap on scene import
        • Checking UV2
      • 씬 설정하기
        • Configure bounds
        • 메시(mesh) 설정하기
        • 빛 설정하기
        • Baking quality
      • Baking
        • 베이크 구성
      • Dynamic objects
    • Environment and post-processing
      • Environment
        • 카메라 노드
        • WorldEnvironment node
        • Default environment
      • 환경 옵션
        • 배경(Background)
        • Ambient Light
        • Fog
        • Tonemap
        • Auto Exposure (HDR)
      • Mid- and post-processing effects
        • Screen-Space Reflections (SSR)
        • Screen-Space Ambient Occlusion (SSAO)
        • Depth of Field / Far Blur
        • Depth of Field / Near Blur
        • Glow
        • Adjustments
    • High dynamic range lighting
      • 소개
      • Computer displays
      • Scene linear & asset pipelines
        • sRGB transfer function to display linear ratios on image import
        • Hardware sRGB transfer function to display linear conversion
        • Scene linear to display-referred nonlinear
      • Parameters of HDR
    • GridMap(그리드맵) 사용하기
      • 소개
      • 예제 프로젝트
      • MeshLibrary 만들기
      • 충돌(Collision)
      • 머티리얼(Materials)
      • MeshLibrary 내보내기
      • GridMap 사용하기
      • 코드로 GridMap 사용하기
    • Using MultiMeshInstance
      • 소개
      • Setting up the nodes
      • MultiMesh 설정
        • Target Surface
        • Source Mesh
        • Mesh Up Axis
        • Random Rotation
        • Random Tilt
        • Random Scale
        • Scale
        • Amount
    • Prototyping levels with CSG
      • CGS 노드 소개
        • CSG 도구 기능
        • CSGPolygon
        • 맞춤 메시
        • CSGCombiner
        • Processing order
      • Prototyping a level
      • Using prototype textures
    • FPS tutorial
      • Part 1
        • Tutorial introduction
        • 파트 개요
        • Getting everything ready
        • Making the FPS movement logic
        • Giving the player a flash light and the option to sprint
        • Final notes
      • Part 2
        • 파트 개요
        • Making a system to handle animations
        • Getting the animations ready
        • Creating the bullet scene
        • Creating the first weapon
        • Creating the other two weapons
        • Making the weapons work
        • Creating some test subjects
        • Final notes
      • Part 3
        • 파트 개요
        • Changing levels
        • Adding ammo
        • Adding reloading to the weapons
        • Adding reloading to the player
        • Adding sounds
        • Final notes
      • Part 4
        • 파트 개요
        • Adding joypad input
        • Adding mouse scroll wheel input
        • 체력 픽업 추가하기
        • 총알 픽업 추가하기
        • Adding breakable targets
        • Final notes
      • Part 5
        • 파트 개요
        • Adding grenades
        • Adding grenades to the player
        • Adding the ability to grab and throw RigidBody nodes to the player
        • Adding a turret
        • Final notes
      • Part 6
        • 파트 개요
        • Adding the main menu
        • Making the Globals singleton
        • Adding the debug menu
        • Adding a pause menu
        • Starting the respawn system
        • Finishing the respawn system
        • Writing a sound system we can use anywhere
        • Final notes
    • Animating thousands of objects
      • Animating thousands of fish with MultiMeshInstance
        • Animating one Fish
        • Making a school of fish
        • Animating a school of fish
      • Controlling thousands of fish with Particles
  • 오디오
    • 오디오 버스(Audio buses)
      • 소개
      • Decibel scale
      • 오디오 버스(Audio buses)
      • Playback of audio through a bus
      • 효과 추가하기
        • Amplify
        • BandLimit and BandPass
        • Chorus
        • Compressor
        • Delay
        • Distortion
        • EQ
        • EQ6, EQ10, EQ21
        • Filter(필터)
        • HighPassFilter
        • HighShelfFilter
        • Limiter
        • LowPassFilter
        • LowShelfFilter
        • NotchFilter
        • Panner
        • Phaser
        • PitchShift
        • Record
        • Reverb
        • SpectrumAnalyzer
        • StereoEnhance
      • Automatic bus disabling
      • Bus rearrangement
      • Default bus layout
    • Audio streams
      • 소개
      • AudioStream
      • AudioStreamPlayer
      • AudioStreamPlayer2D
      • AudioStreamPlayer3D
        • Reverb buses
        • Doppler
    • Sync the gameplay with audio and music
      • 소개
      • Using the system clock to sync
      • Using the sound hardware clock to sync
    • Recording with microphone
      • The structure of the demo
  • 물리(Physics)
    • 물리 소개
      • 충돌 객체
        • 충돌 모양
        • 물리 프로세스 콜백
        • 충돌 레이어와 마스크
      • Area2D
      • StaticBody2D
      • RigidBody2D
        • 리지드 바디 모드
        • RigidBody2D 사용하기
        • 접촉 알림
      • KinematicBody2D
        • 키네마틱 충돌 응답
    • RigidBody
      • 리지드 바디(rigid body)란?
      • 리지드 바디를 제어하는 방법
      • "look at" 메서드
    • Using Area2D
      • 소개
      • What is an area?
      • Area properties
      • Overlap detection
      • Area influence
        • Point gravity
        • 예제
    • KinematicBody2D 사용하기
      • 소개
      • 키네마틱 바디란 무엇인가?
      • 이동과 충돌
        • move_and_collide
        • move_and_slide
        • move_and_slide_with_snap
      • Detecting collisions
      • 어떤 이동 메서드를 사용해야 할까요?
      • 예제
        • 이동과 벽
        • 튕김/반사
        • 플랫포머 움직임
    • 광선 투사(Ray Cast)하기
      • 소개
      • 공간(Space)
      • 공간에 접근하기
      • 광선 투사 쿼리
      • 충돌 예외
      • 충돌 마스크
      • 화면에서의 3D ray casting(광선 투사)
    • 래그돌(Ragdoll) 시스템
      • 소개
      • 래그돌 설정하기
        • 물리적 본 만들기
        • 스켈레톤(Skeleton) 정리하기
        • 충돌 모양 조정
        • Joints adjustment
      • Simulating the ragdoll
        • 충돌 레이어와 마스크
    • Kinematic character (2D)
      • 소개
      • Physics process
      • 씬 설정
      • Moving the kinematic character
    • SoftBody
      • 기본 설정
      • Cloak simulation
    • Collision shapes (3D)
      • Primitive collision shapes
      • Convex collision shapes
      • Concave or trimesh collision shapes
      • Performance caveats
  • 수학
    • 벡터
      • 소개
      • 좌표계 (2차원)
      • 벡터 연산
        • 멤버 접근
        • 벡터의 합
        • 스칼라 곱
      • 실용적인 응용
        • 이동
        • 표적을 향하기
      • 단위 벡터
        • 표준화
        • 반사
      • 내적
        • 직면
      • 외적
        • 법선 계산하기
        • 대상 가리키기
      • 더 많은 정보
    • 고급 벡터 연산
      • 평면
        • 평면과의 거리
        • 원점으로부터 멀리
        • 2D로 평면 구성하기
        • 평면의 예
      • 3차원에서 충돌 감지
      • 더 많은 정보
    • 행렬과 변환
      • 소개
        • Matrix components and the Identity matrix
        • Scaling the transformation matrix
        • Rotating the transformation matrix
        • Basis of the transformation matrix
        • Translating the transformation matrix
        • Putting it all together
        • Shearing the transformation matrix (advanced)
      • Practical applications of transforms
        • Converting positions between transforms
        • Moving an object relative to itself
        • Applying transforms onto transforms
        • Inverting a transformation matrix
      • How does it all work in 3D?
        • Representing rotation in 3D (advanced)
    • 보간법 (Interpolation)
      • Vector interpolation
      • Transform interpolation
      • Smoothing motion
    • Beziers, curves and paths
      • Quadratic Bezier
      • Cubic Bezier
      • Adding control points
      • Curve2D, Curve3D, Path and Path2D
      • Evaluating
      • Drawing
      • Traversal
  • 애니메이션
    • 2D 애니메이션 특징 소개
      • 개요
      • AnimationPlayer 노드 만들기
      • Computer animation relies on keyframes
      • Tutorial: Creating a simple animation
        • 씬 설정
        • Adding a track
        • The second keyframe
        • Run the animation
        • Back and forth
        • Track settings
      • Keyframes for other properties
      • Edit keyframes
      • Advanced: Call Method tracks
    • 컷 아웃(Cutout) 애니메이션
      • What is it?
      • Cutout animation in Godot
      • GBot 만들기
      • Setting up the rig
      • 중심점 조정하기
      • RemoteTransform2D 노드
      • 뼈대 완성하기
      • 골격(Skeletons)
      • IK 체인
      • Animation tips
        • Setting keyframes and excluding properties
      • Creating a rest pose
      • Modifying rotation only
      • Keyframing IK chains
      • Visually move a sprite behind its parent
      • Setting easing curves for multiple keys
      • 2D Skeletal deform
    • 2D skeletons
      • 소개
      • Setup
      • Creating the polygons
      • Creating the skeleton
      • Deforming the polygons
      • Internal vertices
    • 애니메이션 트리
      • 소개
      • Creating an AnimationTree
      • Creating a tree
      • Blend tree
        • Blend2 / Blend3
        • OneShot
        • Seek
        • TimeScale
        • Transition
        • BlendSpace2D
        • BlendSpace1D
        • StateMachine
      • Root motion
      • Controlling from code
      • State machine travel
  • 입력(Input)
    • InputEvent
      • What is it?
      • How does it work?
      • Anatomy of an InputEvent
      • Actions
      • InputMap
    • Input examples
      • 소개
      • Events versus polling
      • Input events
      • InputMap
        • Capturing actions
      • Keyboard events
        • Keyboard modifiers
      • Mouse events
        • Mouse buttons
        • Mouse motion
      • Touch events
    • Mouse and input coordinates
      • 정보
      • Hardware display coordinates
      • Viewport display coordinates
    • Customizing the mouse cursor
      • Using project settings
      • Using a script
      • Demo project
      • Cursor list
  • I/O
    • Background loading
      • ResourceInteractiveLoader
      • 사용
        • Obtaining a ResourceInteractiveLoader
        • Polling
        • Load progress (optional)
        • Forcing completion (optional)
        • Obtaining the resource
      • 예제
      • Using multiple threads
        • Use a semaphore
        • Not blocking main thread during the polling
      • Example class
        • 예시:
    • Data paths
      • Path separators
      • 리소스 경로(Resource path)
      • User path (persistent data)
      • Editor data paths
        • Self-contained mode
    • Saving games
      • 소개
      • Identify persistent objects
      • Serializing
      • Saving and reading data
      • Some notes
    • Encrypting save games
      • 왜?
      • How?
  • 현지화(Internationalization)
    • Internationalizing games
      • 소개
      • Configuring the imported translation
      • 리소스 현지화
      • key들을 text로 컨버팅하기
      • Making controls resizable
      • TranslationServer
      • Command line
      • Translating the project name
    • Localization using gettext
      • Advantages
      • Disadvantages
      • Caveats
      • Installing gettext tools
      • Creating the PO template (POT) manually
      • Creating the PO template (POT) using pybabel
      • Creating a messages file from a PO template
      • Loading a messages file in Godot
      • Updating message files to follow the PO template
      • Checking the validity of a PO file or template
    • Locales
  • GUI
    • GUI skinning
      • Oh, beautiful GUI!
      • 테마
      • Theme options
      • Customizing a control
      • Creating a theme
      • Example: theming a button
    • Custom GUI controls
      • So many controls...
      • Drawing
        • Checking control size
        • Checking focus
      • Sizing
      • 입력
        • Input events
        • 알림(Notification)
    • Size and anchors
      • Centering a control
    • Containers
      • Container layout
      • 사이즈 플래그(Size flags)
      • Container types
        • Box Containers
        • Grid Container
        • Margin Container
        • Tab Container
        • Split Container
        • PanelContainer
        • ScrollContainer
        • ViewportContainer
      • Creating custom Containers
    • BBCode in RichTextLabel
      • 소개
      • Using BBCode
      • Reference
        • Built-in color names
        • Hexadecimal color codes
        • Image vertical offset
      • Animation effects
        • Wave
        • Tornado
        • Shake
        • Fade
        • Rainbow
      • Custom BBCode tags and text effects
        • _process_custom_fx
        • Ghost
        • Pulse
        • Matrix
  • 뷰포트(Viewport)
    • 뷰포트(Viewport)
      • 소개
      • 입력
      • Listener
      • Cameras (2D & 3D)
      • Scale & stretching
      • Worlds
      • 캡처
      • Viewport Container
      • Rendering
      • Render target
    • Multiple resolutions
      • The problem of multiple resolutions
      • One size fits all
      • Base size
      • Resizing
      • Stretch settings
        • Stretch Mode
        • Stretch Aspect
        • Stretch Shrink
        • From scripts
      • Reducing aliasing on downsampling
      • Handling aspect ratios
      • Field of view scaling
      • Scaling 2D and 3D elements differently using Viewports
    • Using a Viewport as a texture
      • 소개
      • 뷰포트(Viewport) 설정하기
      • Applying the texture
      • 행성 텍스처 만들기
      • 행성 색칠하기
      • Making an ocean
    • Custom post-processing
      • 소개
      • Single pass post-processing
      • Multi-pass post-processing
  • 셰이딩(Shading)
    • Shading reference
      • Shaders
        • 소개
        • Shader types
        • Render modes
        • Processor functions
      • Shading language
        • 소개
        • Data types
        • 배열
        • 상수
        • 연산자(Operator)
        • Flow control
        • Discarding
        • 함수(Function)
        • Built-in functions
      • Spatial shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Vertex built-ins
        • Fragment built-ins
        • Light built-ins
      • CanvasItem shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Vertex built-ins
        • Fragment built-ins
        • Light built-ins
      • Particle shaders
        • Render modes
        • Built-ins
        • Global built-ins
        • Vertex built-ins
    • Your first shader
      • What are shaders?
        • 소개
        • But what are they?
        • Structure of a shader
        • Technical overview
      • Your first CanvasItem shader
        • 소개
        • Setup
        • Your first CanvasItem shader
        • Your first fragment function
        • Your first vertex function
        • 결론
      • Your first Spatial shader
        • Where to assign my material
        • 설정하기
        • Shader magic
        • Noise heightmap
        • Uniforms
        • Interacting with light
      • Your first Spatial shader: part 2
        • Your first spatial fragment function
        • Animating with TIME
        • Advanced effects: waves
    • Shader materials
      • 소개
      • Creating a ShaderMaterial
      • Converting to ShaderMaterial
    • VisualShaders
      • Creating a VisualShader
      • Using the Visual Shader Editor
      • Visual Shader nodes
        • Expression node
        • Fresnel node
        • Boolean node
        • If node
        • Switch node
    • Intro to shaders: 2D and 3D water
      • Watch the tutorials
      • Download the source code
    • Screen-reading shaders
      • 소개
      • SCREEN_TEXTURE built-in texture
      • SCREEN_TEXTURE example
      • Behind the scenes
      • Back-buffer logic
      • DEPTH_TEXTURE
    • Migrating to Godot's shading language
      • 소개
      • GLSL
        • Shader programs
        • Vertex attributes
        • gl_Position
        • Varyings
        • Main
        • 상수
        • Macros
        • 변수(Variable)
        • Coordinates
        • Precision
      • Shadertoy
        • 타입(Types)
        • 메인 이미지(mainImage)
        • 변수(Variable)
        • Coordinates
      • The Book of Shaders
        • 타입(Types)
        • Main
        • 변수(Variable)
        • Coordinates
    • Godot shader language style guide
      • 서식(Formatting)
        • 인코딩과 특수 문자
        • 들여쓰기(Indentation)
        • 줄 바꿈 및 공백 줄
        • 공백 줄(Blank lines)
        • 줄 길이
        • 한 줄에 하나의 명령문
        • 주석(Comment) 간격
        • 공백
        • Floating-point numbers
      • Accessing vector members
      • 명명 규칙
        • 함수와 변수
        • 상수
      • 코드 순서
        • Local variables
    • Advanced post-processing
      • 소개
      • Full screen quad
      • Depth texture
      • An optimization
  • 네트워킹(Networking)
    • High-level multiplayer
      • High-level vs low-level API
      • 중급 추상화(Mid level abstraction)
      • Initializing the network
      • Managing connections
      • RPC
      • Back to lobby
      • Starting the game
        • Player scenes
        • Synchronizing game start
      • Synchronizing the game
        • Network master
        • Master 그리고 puppet 키워드
      • Exporting for dedicated servers
    • Making HTTP requests
      • Preparing scene
      • 스크립팅(Scripting)
      • Sending data to server
    • HTTP client class
    • SSL certificates
      • 소개
      • Approach 1: self signed cert
      • Approach 2: CA cert
    • WebSocket
      • HTML5 and WebSocket
      • Using WebSocket in Godot
        • Minimal client example
        • Minimal server example
        • Advanced chat demo
    • WebRTC
      • HTML5, WebSocket, WebRTC
        • WebSocket
        • WebRTC
      • Using WebRTC in Godot
        • Minimal connection example
        • Local signaling example
        • Remote signaling with WebSocket
  • 애셋 라이브러리
    • 애셋 라이브러리에 대하여
      • Types of assets
      • 자주 묻는 질문들(FAQ)
        • Can paid assets be uploaded to the asset library?
    • Using the Asset Library
      • On the website
        • 개요
        • Searching
        • Breakdown of an asset
        • Registering and logging in
      • In the editor
    • Submitting to the Asset Library
      • 소개
      • Submission guidelines
        • 요구사항
        • Recommendations
      • Submitting
  • VR
    • AR/VR 입문서
      • AR/VR 서버
      • 새로운 AR/VR 노드
      • Official plugins and resources
      • 고려해야 할 다른 사항
    • VR starter tutorial
      • VR starter tutorial part 1
        • 소개
        • Getting everything ready
        • VR 시작하기
        • Creating the controllers
        • Creating a base class for interactable VR objects
        • Reducing motion sickness
        • Final notes
      • VR starter tutorial part 2
        • 소개
        • Adding destroyable targets
        • 권총을 추가하기
        • 샷건 추가하기
        • 폭탄 추가하기
        • 검 추가하기
        • 대상 UI를 업데이트하기
        • Adding the final special RigidBody
        • Final notes
    • Developing for Oculus Quest
      • 소개
      • Setting Up Godot
      • Setting Up Your Quest
  • 플러그인(Plugin)
    • Editor plugins
      • Installing plugins
        • Finding plugins
        • Installing a plugin
        • Enabling a plugin
      • Making plugins
        • 플러그인에 대해서
        • Creating a plugin
        • A custom node
        • Going beyond
      • Making main screen plugins
        • What this tutorial covers
        • Initializing the plugin
        • Main screen scene
        • Update the plugin script
        • Try the plugin
      • Import plugins
        • 소개
        • Configuration
        • The EditorImportPlugin class
        • Options and presets
        • The import method
        • Platform variants and generated files
        • Trying the plugin
      • Spatial gizmo plugins
        • 소개
        • The EditorSpatialGizmoPlugin
        • Simple approach
        • Alternative approach
      • Inspector plugins
        • Setup
        • EditorInspectorPlugin
        • EditorProperty
      • Visual Shader plugins
    • GDNative
      • GDNative C example
        • 소개
        • Prerequisites
        • Our C source
        • 컴파일링(Compiling)
        • Creating the GDNativeLibrary (.gdnlib) file
        • Creating the NativeScript (.gdns) file
      • GDNative C++ 예제
        • 소개
        • 프로젝트 설정하기
        • Building the C++ bindings
        • 간단한 플러그인 만들기
        • Compiling the plugin
        • Using the GDNative module
        • Adding properties
        • 시그널
        • NativeScript 1.1 vs NativeScript 1.0
        • Next steps
    • Android plugins
      • Creating Android plugins (Godot 3.2.2+)
        • 소개
        • Android plugin
        • 문제해결
  • 플랫폼 특화(Platform-specific)
    • Android in-app purchases
      • Migrating from Godot 3.2.1 and lower (GodotPaymentsV3)
        • Changes
      • 사용
        • 시작하기
        • 시작하기
        • Querying available items
        • Purchase an item
        • Check if the user purchased an item
        • Consumables
        • Subscriptions
    • iOS 용 서비스
      • Asynchronous methods
      • Store Kit
        • purchase
        • request_product_info
        • restore_purchases
      • Game Center
        • authenticate
        • post_score
        • award_achievement
        • reset_achievements
        • request_achievements
        • request_achievement_descriptions
        • show_game_center
      • Multi-platform games
    • HTML5
      • HTML5 shell class reference
        • Engine
      • Custom HTML page for Web export
        • Setup
        • Starting the project
        • Customizing the behavior
        • Customizing the presentation
        • 디버깅
    • Godot의 콘솔 지원
      • Console publishing process
      • Official support
      • Third-party support
  • 멀티 스레딩(Multi-threading)
    • Using multiple threads
      • 스레드(Threads)
      • Creating a Thread
      • Mutexes
      • Semaphores
    • Thread-safe APIs
      • 스레드(Threads)
      • 전역 범위
      • 씬 트리
      • GDScript 배열(arrays), 딕셔너리(dictionaries)
      • 리소스
  • 내용물 만들기(Creating content)
    • Procedural geometry
      • Using the ArrayMesh
        • ArrayMesh
        • Generating geometry
        • Saving
      • Using the MeshDataTool
      • Using the SurfaceTool
      • Using ImmediateGeometry
      • What is geometry?
      • What is a Mesh?
      • What a Mesh is
        • Surfaces
        • Surface array
      • 도구
        • ArrayMesh
        • MeshDataTool
        • SurfaceTool
        • ImmediateGeometry
      • Which one should I use?
    • Making trees
      • Start with a tree
      • Paint with vertex colors
      • Write a custom shader for the leaves
      • 셰이더 개선하기
  • 최적화(Optimization)
    • 소개
    • Common
      • General optimization tips
        • 소개
      • Measuring performance
        • 제한사항
        • Detective work
      • Profilers
      • Principles
        • Performant design
        • Incremental design
        • The optimization process
        • Optimizing bottlenecks
      • Appendix
        • Bottleneck math
      • Optimization using Servers
        • Servers
        • RIDs
        • Creating a sprite
        • Instantiating a Mesh into 3D space
        • Creating a 2D RigidBody and moving a sprite with it
        • Getting data from the servers
    • CPU
      • CPU optimization
      • Measuring performance
      • CPU profilers
        • External profilers
      • Manually timing functions
      • Caches
      • Languages
        • GDScript
        • C#
        • Other languages
        • C++
      • 스레드(Threads)
      • SceneTree(씬 트리)
      • 물리(Physics)
    • GPU
      • GPU optimization
        • 소개
      • Draw calls, state changes, and APIs
        • 2D batching
        • 3D batching
        • Reuse Shaders and Materials
      • Pixel cost versus vertex cost
      • Pixel/fragment shaders and fill rate
        • Reading textures
        • Texture compression
        • Post-processing and shadows
      • Transparency and blending
      • Multi-platform advice
      • Mobile/tiled renderers
      • Optimization using MultiMeshes
        • MultiMeshes
        • Multimesh example
    • 2D
      • Optimization using batching
        • 소개
        • How it works
        • 빛(Lights)
        • Light scissoring
        • Vertex baking
        • Project Settings
        • Diagnostics
        • 자주 묻는 질문들(FAQ)
        • Appendix
    • 3D
      • Optimizing 3D performance
      • Culling
        • Occlusion culling
        • Other occlusion techniques
        • Transparent objects
      • Level of detail (LOD)
        • Billboards and imposters
        • Use instancing (MultiMesh)
      • Bake lighting
      • Animation and skinning
      • Large worlds
  • 기타(Miscellaneous)
    • Fixing jitter and stutter
      • What are jitter and stutter?
      • Distinguishing between them
      • Jitter
      • Stutter
        • Windows
        • Linux (X11)
        • macOS
        • Android
        • iOS
      • Reporting stutter or jitter problems
    • Handling quit requests
      • Quitting
      • Handling the notification
    • Pausing games
      • Pause?
      • How pausing works
      • White-listing nodes
      • 예제
    • Binary serialization API
      • 소개
      • Packet specification
        • 0: null
        • 1: bool
        • 2: int
        • 3: float
        • 4: String
        • 5: Vector2
        • 6: Rect2
        • 7: Vector3
        • 8: Transform2D
        • 9: Plane
        • 10: Quat
        • 11: AABB
        • 12: Basis
        • 13: Transform
        • 14: Color
        • 15: NodePath
        • 16: RID (unsupported)
        • 17: Object (unsupported)
        • 18: Dictionary
        • 19: Array
        • 20: PoolByteArray
        • 21: PoolIntArray
        • 22: PoolRealArray
        • 23: PoolStringArray
        • 24: PoolVector2Array
        • 25: PoolVector3Array
        • 26: PoolColorArray
    • 편집기에서 코드 실행하기
      • What is tool?
      • 사용하는 법
      • Try it out
      • Editing variables
      • 씬 인스턴스하기
    • Change scenes manually
    • Differences between GLES2 and GLES3
      • 파티클
      • SCREEN_TEXTURE mip-maps
      • DEPTH_TEXTURE
      • Color space
      • HDR
      • SpatialMaterial features
      • Environment features
      • GIProbes
      • Contact shadows
      • Light performance
      • Texture compression
      • Blend shapes
      • Shading language
        • textureSize() workaround
      • Built in variables and render modes
    • Instancing with signals
      • 발사 예제
    • State design pattern
      • 소개
      • Script setup
      • 프로젝트 설정하기
  • 디버그
    • Overview of debugging tools
      • Debugger Panel
      • Debug menu options
        • 원격 디버그와 함께 배포
        • 네트워크 파일 시스템을 사용하여 작게 배포
        • 충돌 모양 보이기
        • 내비게이션 보이기
        • 씬 변경 사항 동기화
        • 스크립트 변경 사항 동기화
      • Script editor debug tools and options
      • Debug project settings
        • Settings
        • GDScript
        • Shapes
      • Remote in scene dock
    • Debugger panel
      • 디버거
      • 오류
      • 프로파일러
      • 네트워크 프로파일러
      • 모니터
      • Video RAM
      • 기타
  • 법률(Legal)
    • Complying with Licenses
      • What are licenses?
      • 요구사항
      • Inclusion
        • Credits screen
        • Licenses screen
        • Output log
        • Accompanying file
        • Printed manual
      • Third Party licenses
        • FreeType
        • ENet
        • MBedTLS

개발

  • 컴파일링(Compiling)
    • Getting the source
      • Downloading the Godot source code
    • Introduction to the buildsystem
      • SCons
      • Setup
      • Platform selection
      • Resulting binary
      • 도구
      • Target(대상)
      • Bits
      • Custom modules
      • Cleaning generated files
      • Other build options
        • Overriding the build options
      • 템플릿 내보내기
    • Compiling for Windows
      • 요구사항
      • Setting up Python
      • Setting up SCons
      • Installing Visual Studio caveats
      • Downloading Godot's source
      • 컴파일링(Compiling)
        • Selecting a compiler
        • Running SCons
      • Development in Visual Studio or other IDEs
      • Cross-compiling for Windows from other operating systems
        • 문제해결
      • Creating Windows export templates
    • Compiling for X11 (Linux, *BSD)
      • 요구사항
        • Distro-specific one-liners
      • 컴파일링(Compiling)
      • Compiling a headless/server build
      • Building export templates
      • Using Clang and LLD for faster development
    • Compiling for macOS
      • 요구사항
      • 컴파일링(Compiling)
      • Compiling a headless/server build
      • Cross-compiling for macOS from Linux
    • Compiling for Android
      • Note
      • 요구사항
      • Setting up the buildsystem
      • Building the export templates
        • Adding support for x86 devices
        • Cleaning the generated export templates
      • Using the export templates
        • Installing the templates
      • 문제해결
        • Platform doesn't appear in SCons
        • Application not installed
        • Application exits immediately
    • Compiling for iOS
      • 요구사항
      • 컴파일링(Compiling)
      • 실행
    • Cross-compiling for iOS on Linux
      • Disclaimer
      • 요구사항
      • Configuring the environment
        • darling-dmg
        • Preparing the SDK
        • Toolchain
      • Compiling Godot for iPhone
        • Producing fat binaries
    • Compiling for Universal Windows Platform
      • 요구사항
      • 컴파일링(Compiling)
      • Creating UWP export templates
      • Running UWP apps with Visual Studio
    • Compiling for the Web
      • 요구사항
      • Building export templates
      • Building per asm.js translation or LLVM backend
    • Compiling with Mono
      • 요구사항
      • Environment variables
      • Enable the Mono module
      • Generate the glue
        • Notes
      • Rebuild with Mono glue
      • 예제
        • Example (Windows)
        • Example (X11)
      • Data directory
        • 템플릿 내보내기
        • 편집기
      • Building the Mono runtime
      • Targeting Android
      • Targeting iOS
      • Targeting WebAssembly
      • Base Class Library
      • AOT cross-compilers
      • 명령 줄 설정
    • Optimizing a build for size
      • Rationale
      • Disabling 3D
      • Disabling advanced GUI nodes
      • Disabling unwanted modules
      • Optimizing for size instead of speed
      • Compiling with link-time optimization
      • Stripping binaries
    • Compiling with script encryption key
      • 단계별
      • Possible Errors
  • 엔진 개발(Engine development)
    • Introduction to Godot development
      • Architecture diagram
      • Debugging the editor with gdb
    • Configuring an IDE
      • Android Studio
        • Importing the project
      • CLion
        • Importing the project
      • Code::Blocks
        • 새 프로젝트 만들기
        • Configuring the build
        • Configuring the run
        • Adding files to the project
        • Code style configuration
      • KDevelop
        • Importing the project
        • Debugging the project
      • Qt Creator
        • Importing the project
        • Debugging the project
        • Code style configuration
      • Visual Studio
        • Importing the project
        • Debugging the project
      • Visual Studio Code
        • Importing the project
        • Debugging the project
      • Xcode
        • Importing the project
        • Debugging the project
    • Common engine methods and macros
      • Print text
      • Format a string
      • Convert an integer or float to a string
      • Internationalize a string
      • Clamp a value
      • Microbenchmarking
      • Get project/editor settings
      • Error macros
    • Core types
      • Definitions
        • References:
      • Memory model
      • Allocating memory
        • References:
      • Containers
        • References:
      • String
        • References:
      • StringName
        • References:
      • Math types
        • References:
      • NodePath
        • References:
      • RID
        • References:
    • Variant class
      • 정보
        • References:
      • Containers: Dictionary and Array
        • References:
    • Object class
      • General definition
        • References:
      • Registering an Object
        • References:
      • 상수
      • Properties (set/get)
      • Binding properties using _set/_get/_get_property_list
      • Dynamic casting
      • 시그널
      • References
        • References:
      • 리소스:
        • References:
      • Resource loading
        • References:
      • Resource saving
        • References:
    • Inheritance class tree
      • Object
      • Reference
      • Control
      • Node2D
      • Spatial
    • Custom modules in C++
      • Modules
      • What for?
      • Creating a new module
      • Using the module
      • Compiling a module externally
      • Improving the build system for development
      • Writing custom documentation
      • Adding custom editor icons
      • Summing up
    • Binding to external libraries
      • Modules
      • Using the module
    • Custom resource format loaders
      • 소개
        • References
      • What for?
      • What not?
        • References
      • Creating a ResourceFormatLoader
      • Creating a ResourceFormatSaver
      • 맞춤 데이터 타입 생성하기
        • Considerations
        • References
      • 새 파일 형식 등록
        • References
      • Loading it on GDScript
    • Custom AudioStreams
      • 소개
        • References:
      • What for?
      • Create an AudioStream
        • References:
      • Create an AudioStreamPlayback
        • Resampling
        • References:
    • Custom Godot servers
      • 소개
        • References
      • What for?
      • Godot 서버 만들기
      • Custom managed resource data
        • References
      • GDScript에서 클래스 등록
        • Bind methods
      • MessageQueue
        • References:
      • Summing it up
        • Notes
  • Editor development
    • Editor icons
      • Creating icons
      • Color conversion for light editor themes
      • Icon optimization
      • Integrating and sharing the icons
      • 문제해결
      • References
    • Editor style guide
      • 소개
      • Writing style
      • Button and menu texts
      • Inspector sections
      • Inspector performance hints
      • Tooltips
  • Godot file formats
    • GDScript grammar
    • TSCN file format
      • 파일 구조
        • Entries inside the file
      • 씬 트리
        • NodePath
        • 스켈레톤
        • BoneAttachment
        • AnimationPlayer
      • 리소스
        • External resources
        • Internal resources
        • ArrayMesh
        • 애니메이션

커뮤니티

  • Contributing
    • Ways to contribute
      • Contributing code
      • Testing and reporting issues
        • Testing development versions
        • Filing an issue on GitHub
      • Contributing to the documentation
      • Contributing translations
    • Best practices for engine contributors
      • 소개
      • 언어
      • 모범 사례
        • #1: The problem always comes first
        • #2: To solve the problem, it has to exist in the first place
        • #3: The problem has to be complex or frequent
        • #4: The solution must be discussed with others
        • #5: To each problem, its own solution
        • #6: Cater to common use cases, leave the door open for the rare ones
        • #7: Solutions must be local
        • #8: Don't use complex canned solutions for simple problems
    • Pull request workflow
      • Git source repository
      • Forking and cloning
      • Branching
      • Updating your branch
      • Making changes
      • Pushing changes to a remote
      • Issuing a pull request
      • Modifying a pull request
      • The interactive rebase
      • Deleting a Git branch
    • Bisecting regressions
      • What is bisecting?
      • Using official builds to speed up bisecting
      • The Git bisect command
    • Code style guidelines
      • C++ and Objective-C
        • Using clang-format locally
        • Header includes
      • Java
      • Python
        • Using black locally
    • Bug triage guidelines
      • Issues management
        • Labels
        • Milestones
    • Documentation guidelines
      • How to contribute
      • The 'Edit on GitHub' link
      • What makes good documentation?
      • Titles
      • Translating existing pages
      • 라이선스
    • Docs writing guidelines
      • 7 rules for clear English
        • Use the direct voice
        • Use precise action verbs
        • Avoid verbs that end in -ing
        • Remove unnecessary adverbs and adjectives
        • Ban these 8 words
        • Use explicit references
        • Use 's to show possession
        • Use the Oxford comma to enumerate anything
      • How to write methods and classes
        • Dynamic vs static typing
        • Use real-world code examples where appropriate
        • Give an overview of the node in the brief description
        • Mention what methods return if it's useful
        • Use "if true" to describe booleans
        • Use [code] around arguments
      • Common vocabulary to use in Godot's documentation
      • Keyboard shortcut guidelines
      • Image contribution guidelines
    • Contributing to the class reference
      • How to contribute
      • Get started with GitHub
        • Fork Godot
        • How to keep your local clone up-to-date
        • Updating the documentation template
        • Push and request a pull of your changes
      • How to edit class XML
        • How to write the class reference
        • Improve formatting with BBCode style tags
        • I don't know what this method does!
        • 현지화
    • Editor and docs localization
      • Using Weblate for translations
        • Adding a new language
        • Translation interface
      • Locating original content
      • Respecting the markup syntax
        • Editor interface (C++)
        • Online documentation (RST)
        • Class reference (BBCode)
      • Offline translation and testing
      • Localizing documentation images
  • Community channels
    • Q&A
    • IRC on Freenode
    • Other chats
    • 언어별 커뮤니티
    • Social networks
    • 포럼
  • 튜토리얼과 리소스
    • Where to start
    • 영상 튜토리얼
    • Text tutorials
    • 개발로그
    • 리소스

클래스 레퍼런스

  • Godot API
    • @GDScript
      • Description
      • Methods
      • Constants
      • Method Descriptions
    • @GlobalScope
      • Description
      • Properties
      • Enumerations
      • Constants
      • Property Descriptions
    • AABB
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AcceptDialog
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedSprite
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedSprite3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AnimatedTexture
      • Description
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Animation
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNode
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeAdd2
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeAdd3
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeAnimation
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeBlend2
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeBlend3
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AnimationNodeBlendSpace1D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeBlendSpace2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeBlendTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeOneShot
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationNodeOutput
      • Tutorials
    • AnimationNodeStateMachine
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AnimationNodeStateMachinePlayback
      • Description
      • Tutorials
      • Properties
      • Methods
      • Method Descriptions
    • AnimationNodeStateMachineTransition
      • Tutorials
      • Properties
      • Signals
      • Enumerations
      • Property Descriptions
    • AnimationNodeTimeScale
      • Description
      • Tutorials
    • AnimationNodeTimeSeek
      • Description
      • Tutorials
    • AnimationNodeTransition
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AnimationPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationRootNode
    • AnimationTrackEditPlugin
    • AnimationTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AnimationTreePlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Area
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Area2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Array
      • Description
      • Methods
      • Method Descriptions
    • ArrayMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • ARVRAnchor
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ARVRCamera
      • Description
      • Tutorials
    • ARVRController
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ARVRInterface
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ARVRInterfaceGDNative
      • Description
    • ARVROrigin
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ARVRPositionalTracker
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ARVRServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AStar
      • Description
      • Methods
      • Method Descriptions
    • AStar2D
      • Description
      • Methods
      • Method Descriptions
    • AtlasTexture
      • Description
      • Properties
      • Property Descriptions
    • AudioBusLayout
      • Description
    • AudioEffect
      • Description
      • Tutorials
    • AudioEffectAmplify
      • Description
      • Properties
      • Property Descriptions
    • AudioEffectBandLimitFilter
      • Description
    • AudioEffectBandPassFilter
      • Description
    • AudioEffectChorus
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectCompressor
      • Description
      • Properties
      • Property Descriptions
    • AudioEffectDelay
      • Description
      • Properties
      • Property Descriptions
    • AudioEffectDistortion
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectEQ
      • Description
      • Methods
      • Method Descriptions
    • AudioEffectEQ10
      • Description
    • AudioEffectEQ21
      • Description
    • AudioEffectEQ6
      • Description
    • AudioEffectFilter
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectHighPassFilter
      • Description
    • AudioEffectHighShelfFilter
      • Tutorials
    • AudioEffectInstance
    • AudioEffectLimiter
      • Description
      • Properties
      • Property Descriptions
    • AudioEffectLowPassFilter
      • Description
    • AudioEffectLowShelfFilter
      • Tutorials
    • AudioEffectNotchFilter
      • Description
    • AudioEffectPanner
      • Description
      • Properties
      • Property Descriptions
    • AudioEffectPhaser
      • Description
      • Properties
      • Property Descriptions
    • AudioEffectPitchShift
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectRecord
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • AudioEffectReverb
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioEffectSpectrumAnalyzer
      • Properties
      • Enumerations
      • Property Descriptions
    • AudioEffectSpectrumAnalyzerInstance
      • Methods
      • Enumerations
      • Method Descriptions
    • AudioEffectStereoEnhance
      • Properties
      • Property Descriptions
    • AudioServer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStream
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioStreamGenerator
      • Tutorials
      • Properties
      • Property Descriptions
    • AudioStreamGeneratorPlayback
      • Tutorials
      • Methods
      • Method Descriptions
    • AudioStreamMicrophone
    • AudioStreamMP3
      • Description
      • Properties
      • Property Descriptions
    • AudioStreamOGGVorbis
      • Description
      • Properties
      • Property Descriptions
    • AudioStreamPlayback
      • Description
      • Tutorials
    • AudioStreamPlaybackResampled
    • AudioStreamPlayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlayer2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • AudioStreamPlayer3D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • AudioStreamRandomPitch
      • Description
      • Properties
      • Property Descriptions
    • AudioStreamSample
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BackBufferCopy
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • BakedLightmap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BakedLightmapData
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • BaseButton
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Basis
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • BitMap
      • Description
      • Methods
      • Method Descriptions
    • BitmapFont
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Bone2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • BoneAttachment
      • Description
      • Properties
      • Property Descriptions
    • bool
      • Description
      • Methods
      • Method Descriptions
    • BoxContainer
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • BoxShape
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • BulletPhysicsServer
    • Button
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Enumerations
      • Property Descriptions
    • ButtonGroup
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • Camera
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Camera2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CameraFeed
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CameraServer
      • Description
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • CameraTexture
      • Description
      • Properties
      • Property Descriptions
    • CanvasItem
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • CanvasItemMaterial
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CanvasLayer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CanvasModulate
      • Description
      • Properties
      • Property Descriptions
    • CapsuleMesh
      • Description
      • Properties
      • Property Descriptions
    • CapsuleShape
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CapsuleShape2D
      • Description
      • Properties
      • Property Descriptions
    • CenterContainer
      • Description
      • Properties
      • Property Descriptions
    • CharFXTransform
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • CheckBox
      • Description
      • Properties
      • Theme Properties
    • CheckButton
      • Description
      • Properties
      • Theme Properties
    • CircleShape2D
      • Description
      • Properties
      • Property Descriptions
    • ClassDB
      • Description
      • Methods
      • Method Descriptions
    • ClippedCamera
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CollisionObject
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • CollisionObject2D
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • CollisionPolygon
      • Description
      • Properties
      • Property Descriptions
    • CollisionPolygon2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CollisionShape
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CollisionShape2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Color
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • ColorPicker
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ColorPickerButton
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ColorRect
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ConcavePolygonShape
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • ConcavePolygonShape2D
      • Description
      • Properties
      • Property Descriptions
    • ConeTwistJoint
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ConfigFile
      • Description
      • Methods
      • Method Descriptions
    • ConfirmationDialog
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • Container
      • Description
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • Control
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • ConvexPolygonShape
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • ConvexPolygonShape2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CPUParticles
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CPUParticles2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Crypto
      • Description
      • Methods
      • Method Descriptions
    • CryptoKey
      • Description
      • Methods
      • Method Descriptions
    • CSGBox
      • Description
      • Properties
      • Property Descriptions
    • CSGCombiner
      • Description
    • CSGCylinder
      • Description
      • Properties
      • Property Descriptions
    • CSGMesh
      • Description
      • Properties
      • Property Descriptions
    • CSGPolygon
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • CSGPrimitive
      • Description
      • Properties
      • Property Descriptions
    • CSGShape
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CSGSphere
      • Description
      • Properties
      • Property Descriptions
    • CSGTorus
      • Description
      • Properties
      • Property Descriptions
    • CSharpScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • CubeMap
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • CubeMesh
      • Description
      • Properties
      • Property Descriptions
    • Curve
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Curve2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Curve3D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • CurveTexture
      • Description
      • Properties
      • Property Descriptions
    • CylinderMesh
      • Description
      • Properties
      • Property Descriptions
    • CylinderShape
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • DampedSpringJoint2D
      • Description
      • Properties
      • Property Descriptions
    • Dictionary
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • DirectionalLight
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • Directory
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • DTLSServer
      • Description
      • Methods
      • Method Descriptions
    • DynamicFont
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • DynamicFontData
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • EditorExportPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorFeatureProfile
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • EditorFileDialog
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • EditorFileSystem
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorFileSystemDirectory
      • Description
      • Methods
      • Method Descriptions
    • EditorImportPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorInspector
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • EditorInspectorPlugin
      • Description
      • Methods
      • Method Descriptions
    • EditorInterface
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • EditorNavigationMeshGenerator
      • Methods
      • Method Descriptions
    • EditorPlugin
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • EditorProperty
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • EditorResourceConversionPlugin
      • Methods
      • Method Descriptions
    • EditorResourcePreview
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorResourcePreviewGenerator
      • Description
      • Methods
      • Method Descriptions
    • EditorSceneImporter
      • Methods
      • Constants
      • Method Descriptions
    • EditorSceneImporterFBX
      • Description
    • EditorScenePostImport
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorScript
      • Description
      • Methods
      • Method Descriptions
    • EditorSelection
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • EditorSettings
      • Description
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • EditorSpatialGizmo
      • Description
      • Methods
      • Method Descriptions
    • EditorSpatialGizmoPlugin
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • EditorSpinSlider
      • Properties
      • Property Descriptions
    • EditorVCSInterface
      • Description
      • Methods
      • Method Descriptions
    • EncodedObjectAsID
      • Description
      • Properties
      • Property Descriptions
    • Engine
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Environment
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Expression
      • Description
      • Methods
      • Method Descriptions
    • ExternalTexture
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • File
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • FileDialog
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • FileSystemDock
      • Methods
      • Signals
      • Method Descriptions
    • float
      • Description
      • Methods
      • Method Descriptions
    • Font
      • Description
      • Methods
      • Method Descriptions
    • FuncRef
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GDNative
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GDNativeLibrary
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GDScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • GDScriptFunctionState
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • Generic6DOFJoint
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Geometry
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • GeometryInstance
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GIProbe
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GIProbeData
      • Tutorials
      • Properties
      • Property Descriptions
    • GodotSharp
      • Description
      • Methods
      • Method Descriptions
    • Gradient
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • GradientTexture
      • Description
      • Properties
      • Property Descriptions
    • GraphEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • GraphNode
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • GridContainer
      • Description
      • Tutorials
      • Properties
      • Theme Properties
      • Property Descriptions
    • GridMap
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • GrooveJoint2D
      • Description
      • Properties
      • Property Descriptions
    • HashingContext
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • HBoxContainer
      • Description
      • Theme Properties
    • HeightMapShape
      • Description
      • Properties
      • Property Descriptions
    • HingeJoint
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • HScrollBar
      • Description
      • Theme Properties
    • HSeparator
      • Description
      • Theme Properties
    • HSlider
      • Description
      • Theme Properties
    • HSplitContainer
      • Description
      • Theme Properties
    • HTTPClient
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • HTTPRequest
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Image
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • ImageTexture
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ImmediateGeometry
      • Description
      • Methods
      • Method Descriptions
    • Input
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Method Descriptions
    • InputEvent
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • InputEventAction
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventGesture
      • Properties
      • Property Descriptions
    • InputEventJoypadButton
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventJoypadMotion
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventKey
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • InputEventMagnifyGesture
      • Properties
      • Property Descriptions
    • InputEventMIDI
      • Properties
      • Property Descriptions
    • InputEventMouse
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouseButton
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventMouseMotion
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventPanGesture
      • Properties
      • Property Descriptions
    • InputEventScreenDrag
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventScreenTouch
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputEventWithModifiers
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • InputMap
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • InstancePlaceholder
      • Description
      • Methods
      • Method Descriptions
    • int
      • Description
      • Methods
      • Method Descriptions
    • InterpolatedCamera
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • IP
      • Description
      • Methods
      • Enumerations
      • Constants
      • Method Descriptions
    • ItemList
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • JavaClass
    • JavaClassWrapper
      • Methods
      • Method Descriptions
    • JavaScript
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • JNISingleton
    • Joint
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Joint2D
      • Description
      • Properties
      • Property Descriptions
    • JSON
      • Description
      • Methods
      • Method Descriptions
    • JSONParseResult
      • Description
      • Properties
      • Property Descriptions
    • JSONRPC
      • Methods
      • Enumerations
      • Method Descriptions
    • KinematicBody
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • KinematicBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • KinematicCollision
      • Description
      • Properties
      • Property Descriptions
    • KinematicCollision2D
      • Description
      • Properties
      • Property Descriptions
    • Label
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LargeTexture
      • Description
      • Properties
      • Methods
      • Method Descriptions
    • Light
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Light2D
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • LightOccluder2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Line2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LineEdit
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • LineShape2D
      • Description
      • Properties
      • Property Descriptions
    • LinkButton
      • Description
      • Properties
      • Theme Properties
      • Enumerations
      • Property Descriptions
    • Listener
      • Description
      • Methods
      • Method Descriptions
    • MainLoop
      • Description
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • MarginContainer
      • Description
      • Theme Properties
    • Marshalls
      • Description
      • Methods
      • Method Descriptions
    • Material
      • Description
      • Tutorials
      • Properties
      • Constants
      • Property Descriptions
    • MenuButton
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • Mesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MeshDataTool
      • Description
      • Methods
      • Method Descriptions
    • MeshInstance
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • MeshInstance2D
      • Description
      • Tutorials
      • Properties
      • Signals
      • Property Descriptions
    • MeshLibrary
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • MeshTexture
      • Description
      • Properties
      • Property Descriptions
    • MobileVRInterface
      • Description
      • Properties
      • Property Descriptions
    • MultiMesh
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MultiMeshInstance
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • MultiMeshInstance2D
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • MultiplayerAPI
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • MultiplayerPeerGDNative
    • Mutex
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NativeScript
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Navigation
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Navigation2D
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NavigationMesh
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • NavigationMeshInstance
      • Properties
      • Property Descriptions
    • NavigationPolygon
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NavigationPolygonInstance
      • Properties
      • Property Descriptions
    • NetworkedMultiplayerENet
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • NetworkedMultiplayerPeer
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • NinePatchRect
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Node
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Node2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • NodePath
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • NoiseTexture
      • Description
      • Properties
      • Property Descriptions
    • Object
      • Description
      • Tutorials
      • Methods
      • Signals
      • Enumerations
      • Constants
      • Method Descriptions
    • OccluderPolygon2D
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • OmniLight
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • OpenSimplexNoise
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • OptionButton
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • OS
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PackedDataContainer
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PackedDataContainerRef
      • Methods
      • Method Descriptions
    • PackedScene
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PacketPeer
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PacketPeerDTLS
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PacketPeerGDNative
    • PacketPeerStream
      • Description
      • Properties
      • Property Descriptions
    • PacketPeerUDP
      • Description
      • Methods
      • Method Descriptions
    • Panel
      • Description
      • Tutorials
      • Theme Properties
    • PanelContainer
      • Description
      • Tutorials
      • Theme Properties
    • PanoramaSky
      • Description
      • Properties
      • Property Descriptions
    • ParallaxBackground
      • Description
      • Properties
      • Property Descriptions
    • ParallaxLayer
      • Description
      • Properties
      • Property Descriptions
    • Particles
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Constants
      • Property Descriptions
      • Method Descriptions
    • Particles2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ParticlesMaterial
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Path
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • Path2D
      • Description
      • Properties
      • Property Descriptions
    • PathFollow
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • PathFollow2D
      • Description
      • Properties
      • Property Descriptions
    • PCKPacker
      • Description
      • Methods
      • Method Descriptions
    • Performance
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PHashTranslation
      • Description
      • Methods
      • Method Descriptions
    • PhysicalBone
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • Physics2DDirectBodyState
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Physics2DDirectSpaceState
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • Physics2DServer
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • Physics2DShapeQueryParameters
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Physics2DShapeQueryResult
      • Description
      • Methods
      • Method Descriptions
    • Physics2DTestMotionResult
      • Properties
      • Property Descriptions
    • PhysicsBody
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsDirectBodyState
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsDirectSpaceState
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PhysicsMaterial
      • Description
      • Properties
      • Property Descriptions
    • PhysicsServer
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • PhysicsShapeQueryParameters
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PhysicsShapeQueryResult
      • Description
      • Methods
      • Method Descriptions
    • PinJoint
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • PinJoint2D
      • Description
      • Properties
      • Property Descriptions
    • Plane
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • PlaneMesh
      • Description
      • Properties
      • Property Descriptions
    • PlaneShape
      • Description
      • Properties
      • Property Descriptions
    • PluginScript
      • Methods
      • Method Descriptions
    • PointMesh
      • Description
    • Polygon2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PolygonPathFinder
      • Methods
      • Method Descriptions
    • PoolByteArray
      • Description
      • Methods
      • Method Descriptions
    • PoolColorArray
      • Description
      • Methods
      • Method Descriptions
    • PoolIntArray
      • Description
      • Methods
      • Method Descriptions
    • PoolRealArray
      • Description
      • Methods
      • Method Descriptions
    • PoolStringArray
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PoolVector2Array
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • PoolVector3Array
      • Description
      • Methods
      • Method Descriptions
    • Popup
      • Description
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • PopupDialog
      • Description
      • Theme Properties
    • PopupMenu
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • PopupPanel
      • Description
      • Theme Properties
    • Position2D
      • Description
    • Position3D
      • Description
    • PrimitiveMesh
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • PrismMesh
      • Description
      • Properties
      • Property Descriptions
    • ProceduralSky
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • ProgressBar
      • Description
      • Properties
      • Theme Properties
      • Property Descriptions
    • ProjectSettings
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ProximityGroup
      • Description
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ProxyTexture
      • Properties
      • Property Descriptions
    • QuadMesh
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Quat
      • Description
      • Tutorials
      • Properties
      • Methods
      • Constants
      • Property Descriptions
      • Method Descriptions
    • RandomNumberGenerator
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Range
      • Description
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • RayCast
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RayCast2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RayShape
      • Description
      • Properties
      • Property Descriptions
    • RayShape2D
      • Description
      • Properties
      • Property Descriptions
    • Rect2
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RectangleShape2D
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Reference
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • ReferenceRect
      • Description
      • Properties
      • Property Descriptions
    • ReflectionProbe
      • Description
      • Tutorials
      • Properties
      • Enumerations
      • Property Descriptions
    • RegEx
      • Description
      • Methods
      • Method Descriptions
    • RegExMatch
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RemoteTransform
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • RemoteTransform2D
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Resource
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Property Descriptions
      • Method Descriptions
    • ResourceFormatLoader
      • Description
      • Methods
      • Method Descriptions
    • ResourceFormatSaver
      • Description
      • Methods
      • Method Descriptions
    • ResourceImporter
    • ResourceInteractiveLoader
      • Description
      • Methods
      • Method Descriptions
    • ResourceLoader
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • ResourcePreloader
      • Description
      • Methods
      • Method Descriptions
    • ResourceSaver
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • RichTextEffect
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • RichTextLabel
      • Description
      • Tutorials
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RID
      • Description
      • Methods
      • Method Descriptions
    • RigidBody
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RigidBody2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • RootMotionView
      • Properties
      • Property Descriptions
    • SceneState
      • Description
      • Methods
      • Enumerations
      • Method Descriptions
    • SceneTree
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SceneTreeTimer
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • Script
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ScriptCreateDialog
      • Description
      • Properties
      • Methods
      • Signals
      • Method Descriptions
    • ScriptEditor
      • Description
      • Methods
      • Signals
      • Method Descriptions
    • ScrollBar
      • Description
      • Properties
      • Signals
      • Property Descriptions
    • ScrollContainer
      • Description
      • Properties
      • Methods
      • Theme Properties
      • Signals
      • Property Descriptions
      • Method Descriptions
    • SegmentShape2D
      • Description
      • Properties
      • Property Descriptions
    • Semaphore
      • Description
      • Tutorials
      • Methods
      • Method Descriptions
    • Separator
      • Description
    • Shader
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • ShaderMaterial
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Shape
      • Description
      • Tutorials
      • Properties
      • Property Descriptions
    • Shape2D
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • ShortCut
      • Description
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Skeleton
      • Description
      • Tutorials
      • Methods
      • Signals
      • Constants
      • Method Descriptions
    • Skeleton2D
      • Description
      • Tutorials
      • Methods
      • Signals
      • Method Descriptions
    • SkeletonIK
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Skin
      • Methods
      • Method Descriptions
    • SkinReference
      • Methods
      • Method Descriptions
    • Sky
      • Description
      • Properties
      • Enumerations
      • Property Descriptions
    • Slider
      • Description
      • Properties
      • Property Descriptions
    • SliderJoint
      • Description
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SoftBody
      • Description
      • Tutorials
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • Spatial
      • Description
      • Tutorials
      • Properties
      • Methods
      • Signals
      • Constants
      • Property Descriptions
      • Method Descriptions
    • SpatialGizmo
    • SpatialMaterial
      • Description
      • Tutorials
      • Properties
      • Methods
      • Enumerations
      • Property Descriptions
      • Method Descriptions
    • SpatialVelocityTracker
      • Properties
      • Methods
      • Property Descriptions
      • Method Descriptions
    • SphereMesh
      • Description
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Godot Engine
  • Docs »
  • Godot API »
  • NavigationPolygon

NavigationPolygon¶

Inherits: Resource < Reference < Object

A node that has methods to draw outlines or use indices of vertices to create navigation polygons.

Description¶

There are two ways to create polygons. Either by using the add_outline method, or using the add_polygon method.

Using add_outline:

var polygon = NavigationPolygon.new()
var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
polygon.add_outline(outline)
polygon.make_polygons_from_outlines()
$NavigationPolygonInstance.navpoly = polygon

Using add_polygon and indices of the vertices array.

var polygon = NavigationPolygon.new()
var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
polygon.set_vertices(vertices)
var indices = PoolIntArray(0, 3, 1)
polygon.add_polygon(indices)
$NavigationPolygonInstance.navpoly = polygon

Tutorials¶

  • https://godotengine.org/asset-library/asset/117

Methods¶

void add_outline ( PoolVector2Array outline )
void add_outline_at_index ( PoolVector2Array outline, int index )
void add_polygon ( PoolIntArray polygon )
void clear_outlines ( )
void clear_polygons ( )
PoolVector2Array get_outline ( int idx ) const
int get_outline_count ( ) const
PoolIntArray get_polygon ( int idx )
int get_polygon_count ( ) const
PoolVector2Array get_vertices ( ) const
void make_polygons_from_outlines ( )
void remove_outline ( int idx )
void set_outline ( int idx, PoolVector2Array outline )
void set_vertices ( PoolVector2Array vertices )

Method Descriptions¶

  • void add_outline ( PoolVector2Array outline )

Appends a PoolVector2Array that contains the vertices of an outline to the internal array that contains all the outlines. You have to call make_polygons_from_outlines in order for this array to be converted to polygons that the engine will use.


  • void add_outline_at_index ( PoolVector2Array outline, int index )

Adds a PoolVector2Array that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position. You have to call make_polygons_from_outlines in order for this array to be converted to polygons that the engine will use.


  • void add_polygon ( PoolIntArray polygon )

Adds a polygon using the indices of the vertices you get when calling get_vertices.


  • void clear_outlines ( )

Clears the array of the outlines, but it doesn't clear the vertices and the polygons that were created by them.


  • void clear_polygons ( )

Clears the array of polygons, but it doesn't clear the array of outlines and vertices.


  • PoolVector2Array get_outline ( int idx ) const

Returns a PoolVector2Array containing the vertices of an outline that was created in the editor or by script.


  • int get_outline_count ( ) const

Returns the number of outlines that were created in the editor or by script.


  • PoolIntArray get_polygon ( int idx )

Returns a PoolIntArray containing the indices of the vertices of a created polygon.


  • int get_polygon_count ( ) const

Returns the count of all polygons.


  • PoolVector2Array get_vertices ( ) const

Returns a PoolVector2Array containing all the vertices being used to create the polygons.


  • void make_polygons_from_outlines ( )

Creates polygons from the outlines added in the editor or by script.


  • void remove_outline ( int idx )

Removes an outline created in the editor or by script. You have to call make_polygons_from_outlines for the polygons to update.


  • void set_outline ( int idx, PoolVector2Array outline )

Changes an outline created in the editor or by script. You have to call make_polygons_from_outlines for the polygons to update.


  • void set_vertices ( PoolVector2Array vertices )

Sets the vertices that can be then indexed to create polygons with the add_polygon method.

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© Copyright 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) Revision 96231fc4.

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