SceneTree manages a hierarchy of nodes. As one of the most important classes, the [SceneTree] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once. https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html Calls [code]method[/code] on each member of the given group. Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. Changes to the scene at the given [code]path[/code]. Changes to the given [PackedScene]. Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this SceneTree. If [code]pause_mode_process[/code] is set to false, pausing the SceneTree will also pause the timer. Commonly used to create a one-shot delay timer as in the following example: [codeblock] func some_function(): print("start") yield(get_tree().create_timer(1.0), "timeout") print("end") [/codeblock] Returns the peer IDs of all connected peers of this SceneTree's [member network_peer]. Returns the unique peer ID of this SceneTree's [member network_peer]. Returns the number of nodes in this SceneTree. Returns all nodes assigned to the given group. Returns the sender's peer ID for the most recently received RPC call. Returns [code]true[/code] if the given group exists. Returns [code]true[/code] if there is a [member network_peer] set. Returns [code]true[/code] if the most recent InputEvent was marked as handled with [method set_input_as_handled]. Returns [code]true[/code] if this SceneTree's [member network_peer] is in server mode (listening for connections). Sends the given notification to all members of the [code]group[/code]. Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags]. Queues the given object for deletion, delaying the call to [method Object.free] to after the current frame. Quits the application. Reloads the currently active scene. If [code]true[/code], the application automatically accepts quitting. Sets the given [code]property[/code] to [code]value[/code] on all members of the given group. Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags]. Marks the most recent input event as handled. If [code]true[/code], the application quits automatically on going back (e.g. on Android). Configures screen stretching to the given [enum StretchMode], [enum StretchAspect], minimum size and [code]shrink[/code]. The current scene. The root of the edited scene. The default [MultiplayerAPI] instance for this SceneTree. If [code]true[/code], (default) enable the automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame]. When [code]false[/code] you need to manually call [method MultiplayerAPI.poll] for processing network packets and delivering RPCs/RSETs. This allows to run RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads. The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals. If [code]true[/code], the SceneTree is paused. Doing so will have the following behavior: * 2D and 3D physics will be stopped. * _process and _physics_process will not be called anymore in nodes. * _input and _input_event will not be called anymore either. If [code]true[/code], the SceneTree's [member network_peer] refuses new incoming connections. The SceneTree's [Viewport]. If [code]true[/code], font oversampling is used. Emitted whenever this SceneTree's [member network_peer] successfully connected to a server. Only emitted on clients. Emitted whenever this SceneTree's [member network_peer] fails to establish a connection to a server. Only emitted on clients. Emitted whenever files are drag-and-dropped onto the window. Emitted immediately before [method Node._process] is called on every node in the SceneTree. Emitted whenever this SceneTree's [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1). Emitted whenever this SceneTree's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server. Emitted whenever a node is added to the SceneTree. Emitted when a node's configuration changed. Only emitted in tool mode. Emitted whenever a node is removed from the SceneTree. Emitted immediately before [method Node._physics_process] is called on every node in the SceneTree. Emitted whenever the screen resolution (fullscreen) or window size (windowed) changes. Emitted whenever this SceneTree's [member network_peer] disconnected from server. Only emitted on clients. Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.). Call a group with no flags (default). Call a group in reverse scene order. Call a group immediately (calls are normally made on idle). Call a group only once even if the call is executed many times. No stretching. Render stretching in higher resolution (interpolated). Keep the specified display resolution. No interpolation. Content may appear pixelated. Fill the window with the content stretched to cover excessive space. Content may appear elongated. Retain the same aspect ratio by padding with black bars in either axes. No expansion of content. Expand vertically. Left/right black bars may appear if the window is too wide. Expand horizontally. Top/bottom black bars may appear if the window is too tall. Expand in both directions, retaining the same aspect ratio. No black bars.