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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 »
  • Popup

Popup¶

Inherits: Control < CanvasItem < Node < Object

Inherited By: PopupDialog, PopupMenu, PopupPanel, WindowDialog

Base container control for popups and dialogs.

Description¶

Popup is a base Control used to show dialogs and popups. It's a subwindow and modal by default (see Control) and has helpers for custom popup behavior. All popup methods ensure correct placement within the viewport.

Properties¶

bool popup_exclusive false
bool visible false (parent override)

Methods¶

void popup ( Rect2 bounds=Rect2( 0, 0, 0, 0 ) )
void popup_centered ( Vector2 size=Vector2( 0, 0 ) )
void popup_centered_clamped ( Vector2 size=Vector2( 0, 0 ), float fallback_ratio=0.75 )
void popup_centered_minsize ( Vector2 minsize=Vector2( 0, 0 ) )
void popup_centered_ratio ( float ratio=0.75 )
void set_as_minsize ( )

Signals¶

  • about_to_show ( )

Emitted when a popup is about to be shown. This is often used in PopupMenu to clear the list of options then create a new one according to the current context.


  • popup_hide ( )

Emitted when a popup is hidden.

Constants¶

  • NOTIFICATION_POST_POPUP = 80 --- Notification sent right after the popup is shown.
  • NOTIFICATION_POPUP_HIDE = 81 --- Notification sent right after the popup is hidden.

Property Descriptions¶

  • bool popup_exclusive
Default false
Setter set_exclusive(value)
Getter is_exclusive()

If true, the popup will not be hidden when a click event occurs outside of it, or when it receives the ui_cancel action event.

Note: Enabling this property doesn't affect the Close or Cancel buttons' behavior in dialogs that inherit from this class. As a workaround, you can use WindowDialog.get_close_button or ConfirmationDialog.get_cancel and hide the buttons in question by setting their CanvasItem.visible property to false.

Method Descriptions¶

  • void popup ( Rect2 bounds=Rect2( 0, 0, 0, 0 ) )

Popup (show the control in modal form).


  • void popup_centered ( Vector2 size=Vector2( 0, 0 ) )

Popup (show the control in modal form) in the center of the screen relative to its current canvas transform, at the current size, or at a size determined by size.


  • void popup_centered_clamped ( Vector2 size=Vector2( 0, 0 ), float fallback_ratio=0.75 )

Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, clamping the size to size, then ensuring the popup is no larger than the viewport size multiplied by fallback_ratio.


  • void popup_centered_minsize ( Vector2 minsize=Vector2( 0, 0 ) )

Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, ensuring the size is never smaller than minsize.


  • void popup_centered_ratio ( float ratio=0.75 )

Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, scaled at a ratio of size of the screen.


  • void set_as_minsize ( )

Shrink popup to keep to the minimum size of content.

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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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