virtualx-engine-docs/classes/class_visualserver.html
2024-10-23 09:41:33 -07:00

11710 lines
No EOL
1.4 MiB
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<!DOCTYPE html>
<html class="writer-html5" lang="en" >
<head>
<meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
<meta property="og:title" content="VisualServer" />
<meta property="og:type" content="website" />
<meta property="og:url" content="classes/class_visualserver.html" />
<meta property="og:site_name" content="Godot Engine documentation" />
<meta property="og:description" content="Inherits: Object Server for anything visible. Description: Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display. ..." />
<meta name="description" content="Server for anything visible. Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display. The visual server is completely opaque, the intern...">
<meta name="viewport" content="width=device-width, initial-scale=1.0" /><title>(DEV) VisualServer &mdash; Godot Engine (3.6) documentation in English</title>
<link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
<link rel="stylesheet" href="../_static/css/theme.css" type="text/css" />
<link rel="stylesheet" href="../_static/tabs.css" type="text/css" />
<link rel="stylesheet" href="../_static/css/custom.css?1" type="text/css" />
<link rel="stylesheet" href="../_static/css/dev.css" type="text/css" />
<!--[if lt IE 9]>
<script src="../_static/js/html5shiv.min.js"></script>
<![endif]-->
<script data-url_root="../" id="documentation_options" src="../_static/documentation_options.js"></script>
<script src="../_static/jquery.js"></script>
<script src="../_static/underscore.js"></script>
<script src="../_static/doctools.js"></script>
<script src="../_static/js/custom.js?1"></script>
<script src="../_static/js/theme.js"></script><meta name="theme-color" content="#3d8fcc">
<link rel="alternate" hreflang="en" href="https://docs.godotengine.org/en/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="de" href="https://docs.godotengine.org/de/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="es" href="https://docs.godotengine.org/es/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="fr" href="https://docs.godotengine.org/fr/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="fi" href="https://docs.godotengine.org/fi/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="it" href="https://docs.godotengine.org/it/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="ja" href="https://docs.godotengine.org/ja/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="ko" href="https://docs.godotengine.org/ko/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="pl" href="https://docs.godotengine.org/pl/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="pt-br" href="https://docs.godotengine.org/pt_BR/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="ru" href="https://docs.godotengine.org/ru/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="uk" href="https://docs.godotengine.org/uk/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="zh-cn" href="https://docs.godotengine.org/zh_CN/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="zh-tw" href="https://docs.godotengine.org/zh_TW/stable/classes/class_visualserver.html" />
<link rel="alternate" hreflang="x-default" href="https://docs.godotengine.org/en/stable/classes/class_visualserver.html" />
<link rel="canonical" href="https://docs.godotengine.org/en/stable/classes/class_visualserver.html" />
<link rel="index" title="Index" href="../genindex.html" />
<link rel="search" title="Search" href="../search.html" />
<link rel="next" title="WeakRef" href="class_weakref.html" />
<link rel="prev" title="VisualScriptFunctionState" href="class_visualscriptfunctionstate.html" />
<meta name="doc_version" content="3.6">
<meta name="doc_is_latest" content="False">
</head>
<body class="wy-body-for-nav">
<div class="wy-grid-for-nav">
<nav data-toggle="wy-nav-shift" class="wy-nav-side">
<div class="wy-side-scroll">
<div class="wy-side-nav-search" >
<a href="../index.html">
<img src="../_static/docs_logo.svg" class="logo" alt="Logo"/>
</a>
<div role="search">
<form id="rtd-search-form" class="wy-form" action="../search.html" method="get">
<input type="text" name="q" placeholder="Search docs" />
<input type="hidden" name="check_keywords" value="yes" />
<input type="hidden" name="area" value="default" />
</form>
</div>
</div><div class="wy-menu wy-menu-vertical" data-spy="affix" role="navigation" aria-label="Navigation menu">
<p class="caption" role="heading"><span class="caption-text">About</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../about/introduction.html">Introduction</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/introduction.html#before-you-start">Before you start</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/introduction.html#about-godot-engine">About Godot Engine</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/introduction.html#about-the-documentation">About the documentation</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/introduction.html#organization-of-the-documentation">Organization of the documentation</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../about/faq.html">Frequently asked questions</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#what-can-i-do-with-godot-how-much-does-it-cost-what-are-the-license-terms">What can I do with Godot? How much does it cost? What are the license terms?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#which-platforms-are-supported-by-godot">Which platforms are supported by Godot?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#which-programming-languages-are-supported-in-godot">Which programming languages are supported in Godot?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#what-is-gdscript-and-why-should-i-use-it">What is GDScript and why should I use it?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#what-were-the-motivations-behind-creating-gdscript">What were the motivations behind creating GDScript?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#what-type-of-3d-model-formats-does-godot-support">What type of 3D model formats does Godot support?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#will-insert-closed-sdk-such-as-fmod-gameworks-etc-be-supported-in-godot">Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#how-do-i-install-the-godot-editor-on-my-system-for-desktop-integration">How do I install the Godot editor on my system (for desktop integration)?</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../about/faq.html#windows">Windows</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/faq.html#macos">macOS</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/faq.html#linux">Linux</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#is-the-godot-editor-a-portable-application">Is the Godot editor a portable application?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#why-does-godot-use-vulkan-or-opengl-instead-of-direct3d">Why does Godot use Vulkan or OpenGL instead of Direct3D?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#why-does-godot-aim-to-keep-its-core-feature-set-small">Why does Godot aim to keep its core feature set small?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#how-should-assets-be-created-to-handle-multiple-resolutions-and-aspect-ratios">How should assets be created to handle multiple resolutions and aspect ratios?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#how-can-i-extend-godot">How can I extend Godot?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#when-is-the-next-release-of-godot-out">When is the next release of Godot out?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#i-would-like-to-contribute-how-can-i-get-started">I would like to contribute! How can I get started?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#i-have-a-great-idea-for-godot-how-can-i-share-it">I have a great idea for Godot. How can I share it?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#is-it-possible-to-use-godot-to-create-non-game-applications">Is it possible to use Godot to create non-game applications?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#is-it-possible-to-use-godot-as-a-library">Is it possible to use Godot as a library?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#what-user-interface-toolkit-does-godot-use">What user interface toolkit does Godot use?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#why-does-godot-not-use-stl-standard-template-library">Why does Godot not use STL (Standard Template Library)?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#why-does-godot-not-use-exceptions">Why does Godot not use exceptions?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#why-does-godot-not-enforce-rtti">Why does Godot not enforce RTTI?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#why-does-godot-not-force-users-to-implement-dod-data-oriented-design">Why does Godot not force users to implement DoD (Data oriented Design)?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#how-can-i-support-godot-development-or-contribute">How can I support Godot development or contribute?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/faq.html#who-is-working-on-godot-how-can-i-contact-you">Who is working on Godot? How can I contact you?</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../about/troubleshooting.html">Troubleshooting</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#everything-i-do-in-the-editor-or-project-manager-appears-delayed-by-one-frame">Everything I do in the editor or project manager appears delayed by one frame</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-grid-disappears-and-meshes-turn-black-when-i-rotate-the-3d-camera-in-the-editor">The grid disappears and meshes turn black when I rotate the 3D camera in the editor</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-editor-or-project-takes-a-very-long-time-to-start">The editor or project takes a very long time to start</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#editor-tooltips-in-the-inspector-and-node-docks-blink-when-they-re-displayed">Editor tooltips in the Inspector and Node docks blink when they're displayed</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-godot-editor-appears-frozen-after-clicking-the-system-console">The Godot editor appears frozen after clicking the system console</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#some-text-such-as-no-dc-appears-in-the-top-left-corner-of-the-project-manager-and-editor-window">Some text such as &quot;NO DC&quot; appears in the top-left corner of the project manager and editor window</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-project-window-appears-blurry-unlike-the-editor">The project window appears blurry, unlike the editor</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-project-window-doesn-t-appear-centered-when-i-run-the-project">The project window doesn't appear centered when I run the project</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-editor-or-project-appears-to-have-washed-out-colors">The editor or project appears to have washed out colors</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-editor-project-freezes-or-displays-glitched-visuals-after-resuming-the-pc-from-suspend">The editor/project freezes or displays glitched visuals after resuming the PC from suspend</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/troubleshooting.html#the-project-works-when-run-from-the-editor-but-fails-to-load-some-files-when-running-from-an-exported-copy">The project works when run from the editor, but fails to load some files when running from an exported copy</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../about/list_of_features.html">List of features</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/list_of_features.html#features">Features</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#platforms">Platforms</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#editor">Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#d-graphics">2D graphics</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#d-tools">2D tools</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#d-physics">2D physics</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#id1">3D graphics</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#id2">3D tools</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#id3">3D physics</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#shaders">Shaders</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#scripting">Scripting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#audio">Audio</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#import">Import</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#input">Input</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#navigation">Navigation</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#networking">Networking</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#internationalization">Internationalization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#windowing-and-os-integration">Windowing and OS integration</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#mobile">Mobile</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#xr-support-ar-and-vr">XR support (AR and VR)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#gui-system">GUI system</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#animation">Animation</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#file-formats">File formats</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/list_of_features.html#miscellaneous">Miscellaneous</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../about/docs_changelog.html">Documentation changelog</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/docs_changelog.html#new-tutorials-since-version-3-1">New tutorials since version 3.1</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#project-workflow">Project workflow</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#d">2D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#audio">Audio</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#math">Math</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#inputs">Inputs</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#internationalization">Internationalization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#shading">Shading</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#networking">Networking</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#vr">VR</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#plugins">Plugins</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#multi-threading">Multi-threading</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#creating-content">Creating content</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#optimization">Optimization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#legal">Legal</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../about/docs_changelog.html#new-tutorials-since-version-3-0">New tutorials since version 3.0</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#step-by-step">Step by step</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#scripting">Scripting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id1">Project workflow</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id2">2D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id3">3D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#physics">Physics</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#animation">Animation</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#gui">GUI</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#viewports">Viewports</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id4">Shading</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id5">Plugins</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#platform-specific">Platform-specific</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id6">Multi-threading</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#id7">Creating content</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#miscellaneous">Miscellaneous</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#compiling">Compiling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/docs_changelog.html#engine-development">Engine development</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../about/release_policy.html">Godot release policy</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/release_policy.html#godot-versioning">Godot versioning</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/release_policy.html#release-support-timeline">Release support timeline</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/release_policy.html#when-is-the-next-release-out">When is the next release out?</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../about/complying_with_licenses.html">Complying with licenses</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../about/complying_with_licenses.html#what-are-licenses">What are licenses?</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/complying_with_licenses.html#requirements">Requirements</a></li>
<li class="toctree-l2"><a class="reference internal" href="../about/complying_with_licenses.html#inclusion">Inclusion</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#credits-screen">Credits screen</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#licenses-screen">Licenses screen</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#output-log">Output log</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#accompanying-file">Accompanying file</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#printed-manual">Printed manual</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#link-to-the-license">Link to the license</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../about/complying_with_licenses.html#third-party-licenses">Third-party licenses</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#freetype">FreeType</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#enet">ENet</a></li>
<li class="toctree-l3"><a class="reference internal" href="../about/complying_with_licenses.html#mbed-tls">mbed TLS</a></li>
</ul>
</li>
</ul>
</li>
</ul>
<p class="caption" role="heading"><span class="caption-text">Getting started</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../getting_started/introduction/index.html">Introduction</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/introduction/introduction_to_godot.html">Introduction to Godot</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/introduction_to_godot.html#what-is-godot">What is Godot?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/introduction_to_godot.html#what-can-the-engine-do">What can the engine do?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/introduction_to_godot.html#how-does-it-work-and-look">How does it work and look?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/introduction_to_godot.html#programming-languages">Programming languages</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/introduction_to_godot.html#what-do-i-need-to-know-to-use-godot">What do I need to know to use Godot?</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/introduction/learn_to_code_with_gdscript.html">Learn to code with GDScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/learn_to_code_with_gdscript.html#learn-in-your-browser-with-the-gdscript-app">Learn in your browser with the GDScript app</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/introduction/key_concepts_overview.html">Overview of Godot's key concepts</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/key_concepts_overview.html#scenes">Scenes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/key_concepts_overview.html#nodes">Nodes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/key_concepts_overview.html#the-scene-tree">The scene tree</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/key_concepts_overview.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/key_concepts_overview.html#summary">Summary</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/introduction/first_look_at_the_editor.html">First look at Godot's editor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/first_look_at_the_editor.html#the-project-manager">The Project manager</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/first_look_at_the_editor.html#id1">First look at Godot's editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/first_look_at_the_editor.html#the-four-main-screens">The four main screens</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/first_look_at_the_editor.html#integrated-class-reference">Integrated class reference</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/introduction/learning_new_features.html">Learning new features</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/learning_new_features.html#making-the-most-of-this-manual">Making the most of this manual</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/learning_new_features.html#learning-with-the-community">Learning with the community</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/learning_new_features.html#community-tutorials">Community tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html">Godot's design philosophy</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html#object-oriented-design-and-composition">Object-oriented design and composition</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html#all-inclusive-package">All-inclusive package</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html#open-source">Open source</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html#community-driven">Community-driven</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html#the-godot-editor-is-a-godot-game">The Godot editor is a Godot game</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/introduction/godot_design_philosophy.html#separate-2d-and-3d-engines">Separate 2D and 3D engines</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../getting_started/step_by_step/index.html">Step by step</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html">Nodes and Scenes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html#nodes">Nodes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html#scenes">Scenes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html#creating-your-first-scene">Creating your first scene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html#changing-a-node-s-properties">Changing a node's properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html#running-the-scene">Running the scene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/nodes_and_scenes.html#setting-the-main-scene">Setting the main scene</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/step_by_step/instancing.html">Creating instances</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/instancing.html#in-practice">In practice</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/instancing.html#editing-scenes-and-instances">Editing scenes and instances</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/instancing.html#scene-instances-as-a-design-language">Scene instances as a design language</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/instancing.html#summary">Summary</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html">Scripting languages</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#available-scripting-languages">Available scripting languages</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#which-language-should-i-use">Which language should I use?</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#gdscript">GDScript</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#net-c">.NET / C#</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#visualscript">VisualScript</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#c-and-c-via-gdnative">C and C++ via GDNative</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_languages.html#summary">Summary</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html">Creating your first script</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html#project-setup">Project setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html#creating-a-new-script">Creating a new script</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html#hello-world">Hello, world!</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html#turning-around">Turning around</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html#moving-forward">Moving forward</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_first_script.html#complete-script">Complete script</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/step_by_step/scripting_player_input.html">Listening to player input</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_player_input.html#moving-when-pressing-up">Moving when pressing &quot;up&quot;</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_player_input.html#complete-script">Complete script</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/scripting_player_input.html#summary">Summary</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/step_by_step/signals.html">Using signals</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/signals.html#scene-setup">Scene setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/signals.html#connecting-a-signal-in-the-editor">Connecting a signal in the editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/signals.html#connecting-a-signal-via-code">Connecting a signal via code</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/signals.html#complete-script">Complete script</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/signals.html#custom-signals">Custom signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/step_by_step/signals.html#summary">Summary</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../getting_started/first_2d_game/index.html">Your first 2D game</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/first_2d_game/index.html#prerequisites">Prerequisites</a></li>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/first_2d_game/index.html#contents">Contents</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/01.project_setup.html">Setting up the project</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/01.project_setup.html#organizing-the-project">Organizing the project</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/02.player_scene.html">Creating the player scene</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/02.player_scene.html#node-structure">Node structure</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/02.player_scene.html#sprite-animation">Sprite animation</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/03.coding_the_player.html">Coding the player</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/03.coding_the_player.html#choosing-animations">Choosing animations</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/03.coding_the_player.html#preparing-for-collisions">Preparing for collisions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/04.creating_the_enemy.html">Creating the enemy</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/04.creating_the_enemy.html#node-setup">Node setup</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/04.creating_the_enemy.html#enemy-script">Enemy script</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/05.the_main_game_scene.html">The main game scene</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/05.the_main_game_scene.html#spawning-mobs">Spawning mobs</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/05.the_main_game_scene.html#main-script">Main script</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/05.the_main_game_scene.html#testing-the-scene">Testing the scene</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/06.heads_up_display.html">Heads up display</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/06.heads_up_display.html#scorelabel">ScoreLabel</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/06.heads_up_display.html#message">Message</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/06.heads_up_display.html#startbutton">StartButton</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/06.heads_up_display.html#connecting-hud-to-main">Connecting HUD to Main</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/06.heads_up_display.html#removing-old-creeps">Removing old creeps</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_2d_game/07.finishing-up.html">Finishing up</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/07.finishing-up.html#background">Background</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/07.finishing-up.html#sound-effects">Sound effects</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_2d_game/07.finishing-up.html#keyboard-shortcut">Keyboard shortcut</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../getting_started/first_3d_game/index.html">Your first 3D game</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../getting_started/first_3d_game/index.html#contents">Contents</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/01.game_setup.html">Setting up the game area</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/01.game_setup.html#setting-up-the-playable-area">Setting up the playable area</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/02.player_input.html">Player scene and input actions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/02.player_input.html#creating-input-actions">Creating input actions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/03.player_movement_code.html">Moving the player with code</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/03.player_movement_code.html#testing-our-player-s-movement">Testing our player's movement</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/04.mob_scene.html">Designing the mob scene</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/04.mob_scene.html#removing-monsters-off-screen">Removing monsters off-screen</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/05.spawning_mobs.html">Spawning monsters</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/05.spawning_mobs.html#creating-the-spawn-path">Creating the spawn path</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/05.spawning_mobs.html#spawning-monsters-randomly">Spawning monsters randomly</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/06.jump_and_squash.html">Jumping and squashing monsters</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/06.jump_and_squash.html#controlling-physics-interactions">Controlling physics interactions</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/06.jump_and_squash.html#jumping">Jumping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/06.jump_and_squash.html#squashing-monsters">Squashing monsters</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/07.killing_player.html">Killing the player</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/07.killing_player.html#hitbox-with-the-area-node">Hitbox with the Area node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/07.killing_player.html#ending-the-game">Ending the game</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/07.killing_player.html#code-checkpoint">Code checkpoint</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/08.score_and_replay.html">Score and replay</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/08.score_and_replay.html#creating-a-ui-theme">Creating a UI theme</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/08.score_and_replay.html#keeping-track-of-the-score">Keeping track of the score</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/08.score_and_replay.html#retrying-the-game">Retrying the game</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/08.score_and_replay.html#adding-music">Adding music</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/09.adding_animations.html">Character animation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/09.adding_animations.html#using-the-animation-editor">Using the animation editor</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/09.adding_animations.html#the-float-animation">The float animation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/09.adding_animations.html#animating-the-mobs">Animating the mobs</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../getting_started/first_3d_game/going_further.html">Going further</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../getting_started/first_3d_game/going_further.html#exploring-the-manual">Exploring the manual</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p class="caption" role="heading"><span class="caption-text">Manual</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/best_practices/index.html">Best practices</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/introduction_best_practices.html">Introduction</a></li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/what_are_godot_classes.html">Applying object-oriented principles in Godot</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/what_are_godot_classes.html#how-scripts-work-in-the-engine">How scripts work in the engine</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/what_are_godot_classes.html#scenes">Scenes</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/scene_organization.html">Scene organization</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/scene_organization.html#how-to-build-relationships-effectively">How to build relationships effectively</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/scene_organization.html#choosing-a-node-tree-structure">Choosing a node tree structure</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/scenes_versus_scripts.html">When to use scenes versus scripts</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/scenes_versus_scripts.html#anonymous-types">Anonymous types</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/scenes_versus_scripts.html#named-types">Named types</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/scenes_versus_scripts.html#performance-of-script-vs-packedscene">Performance of Script vs PackedScene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/scenes_versus_scripts.html#conclusion">Conclusion</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/autoloads_versus_internal_nodes.html">Autoloads versus regular nodes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/autoloads_versus_internal_nodes.html#the-cutting-audio-issue">The cutting audio issue</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/autoloads_versus_internal_nodes.html#managing-shared-functionality-or-data">Managing shared functionality or data</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/autoloads_versus_internal_nodes.html#when-you-should-use-an-autoload">When you should use an Autoload</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/node_alternatives.html">When and how to avoid using nodes for everything</a></li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/godot_interfaces.html">Godot interfaces</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/godot_interfaces.html#acquiring-object-references">Acquiring object references</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/godot_interfaces.html#accessing-data-or-logic-from-an-object">Accessing data or logic from an object</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/godot_notifications.html">Godot notifications</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/godot_notifications.html#process-vs-physics-process-vs-input">_process vs. _physics_process vs. *_input</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/godot_notifications.html#init-vs-initialization-vs-export">_init vs. initialization vs. export</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/godot_notifications.html#ready-vs-enter-tree-vs-notification-parented">_ready vs. _enter_tree vs. NOTIFICATION_PARENTED</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/data_preferences.html">Data preferences</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/data_preferences.html#array-vs-dictionary-vs-object">Array vs. Dictionary vs. Object</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/data_preferences.html#enumerations-int-vs-string">Enumerations: int vs. string</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/data_preferences.html#animatedtexture-vs-animatedsprite-vs-animationplayer-vs-animationtree">AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/logic_preferences.html">Logic preferences</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/logic_preferences.html#adding-nodes-and-changing-properties-which-first">Adding nodes and changing properties: which first?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/logic_preferences.html#loading-vs-preloading">Loading vs. preloading</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/logic_preferences.html#large-levels-static-vs-dynamic">Large levels: static vs. dynamic</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/project_organization.html">Project organization</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/project_organization.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/project_organization.html#organization">Organization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/project_organization.html#style-guide">Style guide</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/project_organization.html#importing">Importing</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/best_practices/project_organization.html#ignoring-specific-folders">Ignoring specific folders</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/project_organization.html#case-sensitivity">Case sensitivity</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/best_practices/version_control_systems.html">Version Control Systems</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/version_control_systems.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/version_control_systems.html#official-git-plugin">Official Git plugin</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/version_control_systems.html#files-to-exclude-from-vcs">Files to exclude from VCS</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/best_practices/version_control_systems.html#working-with-git-on-windows">Working with Git on Windows</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/editor/index.html">Editor manual</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html">Command line tutorial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#command-line-reference">Command line reference</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#path">Path</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#setting-the-project-path">Setting the project path</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#creating-a-project">Creating a project</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#running-the-editor">Running the editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#erasing-a-scene">Erasing a scene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#running-the-game">Running the game</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#debugging">Debugging</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#exporting">Exporting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/command_line_tutorial.html#running-a-script">Running a script</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/editor/external_editor.html">Using an external text editor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/external_editor.html#official-editor-plugins">Official editor plugins</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html">Default editor shortcuts</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#general-editor-actions">General Editor Actions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#d-canvas-item-editor">2D / Canvas Item Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#d-spatial-editor">3D / Spatial Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#text-editor">Text Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#script-editor">Script Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#visual-script-editor">Visual Script Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#editor-output">Editor Output</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#debugger">Debugger</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#file-dialog">File Dialog</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#filesystem-dock">FileSystem Dock</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#scene-tree-dock">Scene Tree Dock</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#animation-track-editor">Animation Track Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#tile-map-editor">Tile Map Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/default_key_mapping.html#tileset-editor">Tileset Editor</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/editor/using_the_web_editor.html">Using the Web editor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/using_the_web_editor.html#browser-support">Browser support</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/using_the_web_editor.html#limitations">Limitations</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/using_the_web_editor.html#importing-a-project">Importing a project</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/using_the_web_editor.html#editing-and-running-a-project">Editing and running a project</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/using_the_web_editor.html#where-are-my-project-files">Where are my project files?</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/editor/managing_editor_features.html">Managing editor features</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/managing_editor_features.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/managing_editor_features.html#creating-a-profile">Creating a profile</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/editor/managing_editor_features.html#sharing-a-profile">Sharing a profile</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/2d/index.html">2D</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/canvas_layers.html">Canvas layers</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/canvas_layers.html#viewport-and-canvas-items">Viewport and Canvas items</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/canvas_layers.html#canvaslayers">CanvasLayers</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/2d_transforms.html">Viewport and canvas transforms</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#canvas-transform">Canvas transform</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#global-canvas-transform">Global canvas transform</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#stretch-transform">Stretch transform</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#transform-order">Transform order</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#transform-functions">Transform functions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_transforms.html#feeding-custom-input-events">Feeding custom input events</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html">Using TileMaps</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#project-setup">Project setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#tilemap-node">TileMap node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#creating-a-tileset">Creating a TileSet</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#collision-shapes">Collision shapes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#atlas-tiles">Atlas tiles</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#random-tile-priorities">Random tile priorities</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#autotiles">Autotiles</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#x2">2x2</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#x3-minimal">3x3 (minimal)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#x3">3x3</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#disabling-autotile">Disabling autotile</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#autotile-binding">Autotile binding</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/using_tilemaps.html#tips-and-tricks">Tips and tricks</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html">Particle systems (2D)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#intro">Intro</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#particle-nodes">Particle nodes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#particlesmaterial">ParticlesMaterial</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#texture">Texture</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#time-parameters">Time parameters</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#lifetime">Lifetime</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#one-shot">One Shot</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#preprocess">Preprocess</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#speed-scale">Speed Scale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#explosiveness">Explosiveness</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#randomness">Randomness</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#fixed-fps">Fixed FPS</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#fract-delta">Fract Delta</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#drawing-parameters">Drawing parameters</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#visibility-rect">Visibility Rect</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#local-coords">Local Coords</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#draw-order">Draw Order</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#particlesmaterial-settings">ParticlesMaterial settings</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#direction">Direction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#spread">Spread</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#flatness">Flatness</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#gravity">Gravity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#initial-velocity">Initial Velocity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#angular-velocity">Angular Velocity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#spin-velocity">Spin Velocity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#orbit-velocity">Orbit Velocity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#linear-acceleration">Linear Acceleration</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#radial-acceleration">Radial Acceleration</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#tangential-acceleration">Tangential Acceleration</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#damping">Damping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#angle">Angle</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#scale">Scale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#color">Color</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#hue-variation">Hue variation</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#emission-shapes">Emission Shapes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#emission-mask">Emission Mask</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/particle_systems_2d.html#emission-colors">Emission Colors</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/2d_movement.html">2D movement overview</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#setup">Setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#way-movement">8-way movement</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#rotation-movement">Rotation + movement</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#rotation-movement-mouse">Rotation + movement (mouse)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#click-and-move">Click-and-move</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_movement.html#summary">Summary</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html">2D lights and shadows</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html#setup">Setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html#nodes">Nodes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html#lights">Lights</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html#shadows">Shadows</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_lights_and_shadows.html#step-by-step">Step by step</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/2d_meshes.html">2D meshes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_meshes.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_meshes.html#optimizing-pixels-drawn">Optimizing pixels drawn</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_meshes.html#converting-sprites-to-2d-meshes">Converting Sprites to 2D meshes</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html">Custom drawing in 2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#drawing">Drawing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#updating">Updating</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#an-example-drawing-circular-arcs">An example: drawing circular arcs</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#arc-function">Arc function</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#draw-the-arc-on-the-screen">Draw the arc on the screen</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#arc-polygon-function">Arc polygon function</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#dynamic-custom-drawing">Dynamic custom drawing</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#antialiased-drawing">Antialiased drawing</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/custom_drawing_in_2d.html#tools">Tools</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html">2D Sprite animation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#individual-images-with-animatedsprite">Individual images with AnimatedSprite</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#controlling-the-animation">Controlling the animation</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#sprite-sheet-with-animatedsprite">Sprite sheet with AnimatedSprite</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#sprite-sheet-with-animationplayer">Sprite sheet with AnimationPlayer</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#controlling-an-animationplayer-animation">Controlling an AnimationPlayer animation</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/2d/2d_sprite_animation.html#summary">Summary</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/3d/index.html">3D</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html">Introduction to 3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#spatial-node">Spatial node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#d-content">3D content</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#dcc-created-models">DCC-created models</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#generated-geometry">Generated geometry</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#immediate-geometry">Immediate geometry</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#d-in-3d">2D in 3D</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#environment">Environment</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#d-viewport">3D viewport</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#coordinate-system">Coordinate system</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#space-and-manipulation-gizmos">Space and manipulation gizmos</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#view-menu">View menu</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#default-environment">Default environment</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#cameras">Cameras</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/introduction_to_3d.html#lights">Lights</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/using_transforms.html">Using 3D transforms</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_transforms.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_transforms.html#problems-of-euler-angles">Problems of Euler angles</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#axis-order">Axis order</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#interpolation">Interpolation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#say-no-to-euler-angles">Say no to Euler angles</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_transforms.html#introducing-transforms">Introducing transforms</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#manipulating-transforms">Manipulating transforms</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#precision-errors">Precision errors</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#obtaining-information">Obtaining information</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#setting-information">Setting information</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_transforms.html#interpolating-with-quaternions">Interpolating with quaternions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_transforms.html#transforms-are-your-friend">Transforms are your friend</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html">3D rendering limitations</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html#texture-size-limits">Texture size limits</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html#color-banding">Color banding</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html#depth-buffer-precision">Depth buffer precision</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html#transparency-sorting">Transparency sorting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_rendering_limitations.html#multi-sample-antialiasing">Multi-sample antialiasing</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/spatial_material.html">Spatial Material</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#flags">Flags</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#transparent">Transparent</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#use-shadow-to-opacity">Use Shadow to Opacity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#unshaded">Unshaded</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#vertex-lighting">Vertex Lighting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#no-depth-test">No Depth Test</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#use-point-size">Use Point Size</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#world-triplanar">World Triplanar</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#fixed-size">Fixed Size</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#do-not-receive-shadows">Do Not Receive Shadows</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#disable-ambient-light">Disable Ambient Light</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#ensure-correct-normals">Ensure Correct Normals</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#vertex-color">Vertex Color</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#use-as-albedo">Use as Albedo</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#is-srgb">Is sRGB</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#parameters">Parameters</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#diffuse-mode">Diffuse Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#specular-mode">Specular Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#blend-mode">Blend Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#cull-mode">Cull Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#depth-draw-mode">Depth Draw Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#line-width">Line Width</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#point-size">Point Size</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#billboard-mode">Billboard Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#billboard-keep-scale">Billboard Keep Scale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#grow">Grow</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#use-alpha-scissor">Use Alpha Scissor</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#material-colors-maps-and-channels">Material colors, maps and channels</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#albedo">Albedo</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#metallic">Metallic</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#roughness">Roughness</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#emission">Emission</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#normal-map">Normal map</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#rim">Rim</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#clearcoat">Clearcoat</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#anisotropy">Anisotropy</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#ambient-occlusion">Ambient Occlusion</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#depth">Depth</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#subsurface-scattering">Subsurface Scattering</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#transmission">Transmission</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#refraction">Refraction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#detail">Detail</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#uv1-and-uv2">UV1 and UV2</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/spatial_material.html#triplanar-mapping">Triplanar Mapping</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#proximity-and-distance-fade">Proximity and distance fade</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/spatial_material.html#render-priority">Render priority</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html">3D lights and shadows</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html#light-nodes">Light nodes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html#shadow-mapping">Shadow mapping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html#directional-shadow-mapping">Directional shadow mapping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html#omni-shadow-mapping">Omni shadow mapping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/lights_and_shadows.html#spot-shadow-mapping">Spot shadow mapping</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/reflection_probes.html">Reflection probes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/reflection_probes.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/reflection_probes.html#setting-up">Setting up</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/reflection_probes.html#interior-vs-exterior">Interior vs exterior</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/reflection_probes.html#blending">Blending</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/reflection_probes.html#reflection-atlas">Reflection atlas</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/gi_probes.html">Using GIProbe</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#setting-up">Setting up</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#adding-lights">Adding lights</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#reflections">Reflections</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#interior-vs-exterior">Interior vs exterior</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#tweaking">Tweaking</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/gi_probes.html#quality">Quality</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html">Baked lightmaps</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#visual-comparison">Visual comparison</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#setting-up">Setting up</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#unwrap-on-scene-import">Unwrap on scene import</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#unwrap-from-within-godot">Unwrap from within Godot</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#unwrap-from-your-3d-dcc">Unwrap from your 3D DCC</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#checking-uv2">Checking UV2</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#setting-up-the-scene">Setting up the scene</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#configure-bounds">Configure bounds</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#setting-up-meshes">Setting up meshes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#setting-up-lights">Setting up lights</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#baking">Baking</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#balancing-bake-times-with-quality">Balancing bake times with quality</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#configuring-bake">Configuring bake</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/baked_lightmaps.html#dynamic-objects">Dynamic objects</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html">Environment and post-processing</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#environment">Environment</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#camera-node">Camera node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#worldenvironment-node">WorldEnvironment node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#default-environment">Default environment</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#environment-options">Environment options</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#background">Background</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#ambient-light">Ambient Light</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#fog">Fog</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#tonemap">Tonemap</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#auto-exposure-hdr">Auto Exposure (HDR)</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#mid-and-post-processing-effects">Mid- and post-processing effects</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#screen-space-reflections-ssr">Screen-Space Reflections (SSR)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#screen-space-ambient-occlusion-ssao">Screen-Space Ambient Occlusion (SSAO)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#depth-of-field-far-blur">Depth of Field / Far Blur</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#depth-of-field-near-blur">Depth of Field / Near Blur</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#glow">Glow</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/environment_and_post_processing.html#adjustments">Adjustments</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html">High dynamic range lighting</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#computer-displays">Computer displays</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#scene-linear-asset-pipelines">Scene linear &amp; asset pipelines</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#srgb-transfer-function-to-display-linear-ratios-on-image-import">sRGB transfer function to display linear ratios on image import</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#hardware-srgb-transfer-function-to-display-linear-conversion">Hardware sRGB transfer function to display linear conversion</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#scene-linear-to-display-referred-nonlinear">Scene linear to display-referred nonlinear</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/high_dynamic_range.html#parameters-of-hdr">Parameters of HDR</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html">Using GridMaps</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#example-project">Example project</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#creating-a-meshlibrary">Creating a MeshLibrary</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#collisions">Collisions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#materials">Materials</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#navigationmeshes">NavigationMeshes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#exporting-the-meshlibrary">Exporting the MeshLibrary</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#using-gridmap">Using GridMap</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_gridmaps.html#using-gridmap-in-code">Using GridMap in code</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html">Using MultiMeshInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#setting-up-the-nodes">Setting up the nodes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#multimesh-settings">MultiMesh settings</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#target-surface">Target Surface</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#source-mesh">Source Mesh</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#mesh-up-axis">Mesh Up Axis</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#random-rotation">Random Rotation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#random-tilt">Random Tilt</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#random-scale">Random Scale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#scale">Scale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/using_multi_mesh_instance.html#amount">Amount</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/csg_tools.html">Prototyping levels with CSG</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/csg_tools.html#introduction-to-csg-nodes">Introduction to CSG nodes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/csg_tools.html#csg-tools-features">CSG tools features</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/csg_tools.html#csgpolygon">CSGPolygon</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/csg_tools.html#custom-meshes">Custom meshes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/csg_tools.html#csgcombiner">CSGCombiner</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/csg_tools.html#processing-order">Processing order</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/csg_tools.html#prototyping-a-level">Prototyping a level</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/csg_tools.html#using-prototype-textures">Using prototype textures</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html">Procedural geometry</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/arraymesh.html">Using the ArrayMesh</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/arraymesh.html#arraymesh">ArrayMesh</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/arraymesh.html#generating-geometry">Generating geometry</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/arraymesh.html#saving">Saving</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/meshdatatool.html">Using the MeshDataTool</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/surfacetool.html">Using the SurfaceTool</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/immediategeometry.html">Using ImmediateGeometry</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#what-is-geometry">What is geometry?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#what-is-a-mesh">What is a Mesh?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#what-a-mesh-is">What a Mesh is</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#surfaces">Surfaces</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#surface-array">Surface array</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#tools">Tools</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#arraymesh">ArrayMesh</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#meshdatatool">MeshDataTool</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#surfacetool">SurfaceTool</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#immediategeometry">ImmediateGeometry</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/procedural_geometry/index.html#which-one-should-i-use">Which one should I use?</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/level_of_detail.html">Level of Detail (LOD)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/level_of_detail.html#the-lod-node">The LOD node</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/occluders.html">Occluder Nodes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/occluders.html#occludershapesphere">OccluderShapeSphere</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/occluders.html#occludershapepolygon">OccluderShapePolygon</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/occluders.html#editing-and-details">Editing and details</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/occluders.html#holes">Holes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/occluders.html#using-polygons-dynamically">Using polygons dynamically</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/portals/index.html">Rooms and Portals</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/portals/introduction_to_rooms_and_portals.html">Introduction to Rooms and Portals</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/introduction_to_rooms_and_portals.html#minimizing-manual-labour">Minimizing manual labour</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/introduction_to_rooms_and_portals.html#some-caveats">Some caveats</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/portals/first_steps_with_rooms_and_portals.html">First steps with Rooms and Portals</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/first_steps_with_rooms_and_portals.html#the-roommanager">The RoomManager</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/first_steps_with_rooms_and_portals.html#rooms">Rooms</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/first_steps_with_rooms_and_portals.html#portals">Portals</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/first_steps_with_rooms_and_portals.html#trying-it-out">Trying it out</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/portals/using_objects_in_rooms_and_portals.html">Using objects in Rooms and Portals</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/using_objects_in_rooms_and_portals.html#portal-mode">Portal mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/using_objects_in_rooms_and_portals.html#sprawling">Sprawling</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/using_objects_in_rooms_and_portals.html#lighting">Lighting</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/portals/advanced_room_and_portal_usage.html">Advanced Room and Portal usage</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/advanced_room_and_portal_usage.html#gameplay-callbacks">Gameplay callbacks</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/advanced_room_and_portal_usage.html#visbilitynotifiers-visibilityenablers">VisbilityNotifiers / VisibilityEnablers</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/advanced_room_and_portal_usage.html#roomgroups">RoomGroups</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/advanced_room_and_portal_usage.html#internal-rooms">Internal Rooms</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html">Editing Rooms and Portals</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#example-scenetree">Example SceneTree</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#creating-room-systems-in-blender-or-other-modeling-tools">Creating room systems in Blender (or other modeling tools)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#portal-point-editing">Portal point editing</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#room-point-editing">Room point editing</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#roommanager">RoomManager</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#id1">Portals</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#particle-systems">Particle Systems</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/editing_rooms_and_portals.html#multimeshes">Multimeshes</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html">Rooms and Portals example</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#step-1">Step 1</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#step-2">Step 2</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#step-3">Step 3</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#step-4">Step 4</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#step-5">Step 5</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#step-6">Step 6</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/portals/rooms_and_portals_example.html#conclusion">Conclusion</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/merge_groups.html">MergeGroups</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#explanation">Explanation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#the-merging-trade-off">The merging trade-off</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#using-mergegroups">Using MergeGroups</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#mesh-similarity">Mesh similarity</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#exceptions">Exceptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#ways-to-use-mergegroups">Ways to use MergeGroups</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#automerge">AutoMerge</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#baking-in-the-editor">Baking in the Editor</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#manually-at-runtime">Manually at runtime</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#merging-parameters">Merging parameters</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/merge_groups.html#merging-by-locality-grouping-and-splitting">Merging by locality - grouping and splitting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#grouping">Grouping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#splitting">Splitting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/3d/merge_groups.html#other-functionality">Other functionality</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/3d/3d_text.html">3D text</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_text.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_text.html#label3d">Label3D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/3d/3d_text.html#text-mesh">Text mesh</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/animation/index.html">Animation</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/animation/introduction.html">Introduction to the animation features</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#create-an-animationplayer-node">Create an AnimationPlayer node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#computer-animation-relies-on-keyframes">Computer animation relies on keyframes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#tutorial-creating-a-simple-animation">Tutorial: Creating a simple animation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/introduction.html#scene-setup">Scene setup</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/introduction.html#adding-a-track">Adding a track</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/introduction.html#the-second-keyframe">The second keyframe</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/introduction.html#run-the-animation">Run the animation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/introduction.html#back-and-forth">Back and forth</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/introduction.html#track-settings">Track settings</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#keyframes-for-other-properties">Keyframes for other properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#edit-keyframes">Edit keyframes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#advanced-call-method-tracks">Advanced: Call Method tracks</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/introduction.html#using-reset-tracks">Using RESET tracks</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/animation/cutout_animation.html">Cutout animation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#what-is-it">What is it?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#cutout-animation-in-godot">Cutout animation in Godot</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#making-of-gbot">Making of GBot</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#setting-up-the-rig">Setting up the rig</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#adjusting-the-pivot">Adjusting the pivot</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#remotetransform2d-node">RemoteTransform2D node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#completing-the-skeleton">Completing the skeleton</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#skeletons">Skeletons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#ik-chains">IK chains</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#animation-tips">Animation tips</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#setting-keyframes-and-excluding-properties">Setting keyframes and excluding properties</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#creating-a-rest-pose">Creating a rest pose</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#modifying-rotation-only">Modifying rotation only</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#keyframing-ik-chains">Keyframing IK chains</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#visually-move-a-sprite-behind-its-parent">Visually move a sprite behind its parent</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#setting-easing-curves-for-multiple-keys">Setting easing curves for multiple keys</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/cutout_animation.html#d-skeletal-deform">2D Skeletal deform</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html">2D skeletons</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html#setup">Setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html#creating-the-polygons">Creating the polygons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html#creating-the-skeleton">Creating the skeleton</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html#deforming-the-polygons">Deforming the polygons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/2d_skeletons.html#internal-vertices">Internal vertices</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/animation/animation_tree.html">Using AnimationTree</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#creating-an-animationtree">Creating an AnimationTree</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#creating-a-tree">Creating a tree</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#blend-tree">Blend tree</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#blend2-blend3">Blend2 / Blend3</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#oneshot">OneShot</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#seek">Seek</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#timescale">TimeScale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#transition">Transition</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#blendspace2d">BlendSpace2D</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#blendspace1d">BlendSpace1D</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/animation_tree.html#statemachine">StateMachine</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#root-motion">Root motion</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#controlling-from-code">Controlling from code</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/animation_tree.html#state-machine-travel">State machine travel</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/animation/playing_videos.html">Playing videos</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/playing_videos.html#supported-playback-formats">Supported playback formats</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/playing_videos.html#setting-up-videoplayer">Setting up VideoPlayer</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/playing_videos.html#handling-resizing-and-different-aspect-ratios">Handling resizing and different aspect ratios</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/playing_videos.html#displaying-a-video-on-a-3d-surface">Displaying a video on a 3D surface</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/playing_videos.html#video-decoding-conditions-and-recommended-resolutions">Video decoding conditions and recommended resolutions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/playing_videos.html#playback-limitations">Playback limitations</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/animation/playing_videos.html#recommended-theora-encoding-settings">Recommended Theora encoding settings</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/playing_videos.html#balancing-quality-and-file-size">Balancing quality and file size</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/playing_videos.html#ffmpeg-convert-while-preserving-original-video-resolution">FFmpeg: Convert while preserving original video resolution</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/animation/playing_videos.html#ffmpeg-resize-the-video-then-convert-it">FFmpeg: Resize the video then convert it</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/assets_pipeline/index.html">Assets pipeline</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html">Import process</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#importing-assets-in-godot-3-0">Importing assets in Godot 3.0+</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#changing-import-parameters">Changing import parameters</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#reimporting-multiple-assets">Reimporting multiple assets</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#automatic-reimport">Automatic reimport</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#files-generated">Files generated</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#changing-import-resource-type">Changing import resource type</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#changing-default-import-parameters">Changing default import parameters</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/import_process.html#simplicity-is-key">Simplicity is key!</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html">Importing images</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#supported-image-formats">Supported image formats</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#importing-textures">Importing textures</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#detect-3d">Detect 3D</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#compression">Compression</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#compress-mode">Compress Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#hdr-mode">HDR Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#normal-map">Normal Map</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#flags">Flags</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#repeat">Repeat</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#filter">Filter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#mipmaps">Mipmaps</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#anisotropic">Anisotropic</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#srgb">sRGB</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#process">Process</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#fix-alpha-border">Fix Alpha Border</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#premultiplied-alpha">Premultiplied Alpha</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#hdr-as-srgb">HDR as sRGB</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#invert-color">Invert Color</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#svg">Svg</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_images.html#scale">Scale</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/importing_audio_samples.html">Importing audio samples</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_audio_samples.html#supported-files">Supported files</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_audio_samples.html#best-practices">Best practices</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_audio_samples.html#trimming">Trimming</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_audio_samples.html#looping">Looping</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/importing_translations.html">Importing translations</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_translations.html#games-and-internationalization">Games and internationalization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_translations.html#translation-format">Translation format</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_translations.html#csv-importer">CSV importer</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html">Importing 3D scenes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#godot-scene-importer">Godot scene importer</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#exporting-dae-files-from-maya-and-3ds-max">Exporting DAE files from Maya and 3DS Max</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#exporting-gltf-2-0-files-from-blender">Exporting glTF 2.0 files from Blender</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#exporting-dae-files-from-blender">Exporting DAE files from Blender</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#exporting-escn-files-from-blender">Exporting ESCN files from Blender</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#exporting-textures-separately">Exporting textures separately</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#exporting-considerations">Exporting considerations</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#import-workflows">Import workflows</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#import-options">Import options</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#nodes">Nodes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#materials">Materials</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#meshes">Meshes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#external-files">External Files</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#animation-options">Animation options</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#fps">FPS</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#filter-script">Filter Script</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#id3">Storage</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#optimizer">Optimizer</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#clips">Clips</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#scene-inheritance">Scene inheritance</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#import-hints">Import hints</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#remove-nodes-noimp">Remove nodes (-noimp)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#create-collisions-col-convcol-colonly-convcolonly">Create collisions (-col, -convcol, -colonly, -convcolonly)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#create-navigation-navmesh">Create navigation (-navmesh)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#create-a-vehiclebody-vehicle">Create a VehicleBody (-vehicle)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#create-a-vehiclewheel-wheel">Create a VehicleWheel (-wheel)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#rigid-body-rigid">Rigid Body (-rigid)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/importing_scenes.html#animation-loop-loop-cycle">Animation loop (-loop, -cycle)</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/exporting_3d_scenes.html">Exporting 3D scenes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/exporting_3d_scenes.html#overview">Overview</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/exporting_3d_scenes.html#limitations">Limitations</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/index.html">Blender ESCN exporter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/index.html#details-on-exporting">Details on exporting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/material.html">Materials</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/physics.html">Physics properties</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/lights.html">Lights</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/mesh.html">Mesh</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/skeleton.html">Skeleton</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/animation.html">Animation</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/index.html#disabling-specific-objects">Disabling specific objects</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/assets_pipeline/escn_exporter/index.html#build-pipeline-integration">Build pipeline integration</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/audio/index.html">Audio</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/audio/audio_buses.html">Audio buses</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#decibel-scale">Decibel scale</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#id1">Audio buses</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#playback-of-audio-through-a-bus">Playback of audio through a bus</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#adding-effects">Adding effects</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#amplify">Amplify</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#bandlimit-and-bandpass">BandLimit and BandPass</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#capture">Capture</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#chorus">Chorus</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#compressor">Compressor</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#delay">Delay</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#distortion">Distortion</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#eq">EQ</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#eq6-eq10-eq21">EQ6, EQ10, EQ21</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#filter">Filter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#highpassfilter">HighPassFilter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#highshelffilter">HighShelfFilter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#limiter">Limiter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#lowpassfilter">LowPassFilter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#lowshelffilter">LowShelfFilter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#notchfilter">NotchFilter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#panner">Panner</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#phaser">Phaser</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#pitchshift">PitchShift</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#record">Record</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#reverb">Reverb</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#spectrumanalyzer">SpectrumAnalyzer</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_buses.html#stereoenhance">StereoEnhance</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#automatic-bus-disabling">Automatic bus disabling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#bus-rearrangement">Bus rearrangement</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_buses.html#default-bus-layout">Default bus layout</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/audio/audio_streams.html">Audio streams</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_streams.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_streams.html#audiostream">AudioStream</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_streams.html#audiostreamplayer">AudioStreamPlayer</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_streams.html#audiostreamplayer2d">AudioStreamPlayer2D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/audio_streams.html#audiostreamplayer3d">AudioStreamPlayer3D</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_streams.html#reverb-buses">Reverb buses</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/audio/audio_streams.html#doppler">Doppler</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/audio/sync_with_audio.html">Sync the gameplay with audio and music</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/sync_with_audio.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/sync_with_audio.html#using-the-system-clock-to-sync">Using the system clock to sync</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/sync_with_audio.html#using-the-sound-hardware-clock-to-sync">Using the sound hardware clock to sync</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/audio/recording_with_microphone.html">Recording with microphone</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/audio/recording_with_microphone.html#the-structure-of-the-demo">The structure of the demo</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/export/index.html">Export</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_basics.html">Exporting</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_basics.html#overview">Overview</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_basics.html#preparing-the-project">Preparing the project</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_basics.html#setting-a-main-scene">Setting a main scene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_basics.html#export-templates">Export templates</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_basics.html#export-presets">Export presets</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_basics.html#exporting-by-platform">Exporting by platform</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_basics.html#pc-linux-macos-windows">PC (Linux/macOS/Windows)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_basics.html#android">Android</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_basics.html#ios">iOS</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_basics.html#html5-web">HTML5 (web)</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_projects.html">Exporting projects</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_projects.html#why-export">Why export?</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_projects.html#on-pc">On PC</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_projects.html#on-mobile">On mobile</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_projects.html#export-menu">Export menu</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_projects.html#export-templates">Export templates</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_projects.html#resource-options">Resource options</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_projects.html#exporting-from-the-command-line">Exporting from the command line</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_projects.html#pck-versus-zip-pack-file-formats">PCK versus ZIP pack file formats</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_pcks.html">Exporting packs, patches, and mods</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_pcks.html#use-cases">Use cases</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_pcks.html#overview-of-pck-files">Overview of PCK files</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_pcks.html#generating-pck-files">Generating PCK files</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_pcks.html#opening-pck-files-at-runtime">Opening PCK files at runtime</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_pcks.html#summary">Summary</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/feature_tags.html">Feature tags</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/feature_tags.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/feature_tags.html#default-features">Default features</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/feature_tags.html#custom-features">Custom features</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/feature_tags.html#overriding-project-settings">Overriding project settings</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/feature_tags.html#default-overrides">Default overrides</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/feature_tags.html#customizing-the-build">Customizing the build</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_linux.html">Exporting for Linux</a></li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html">Exporting for macOS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#code-signing-and-notarization">Code signing and notarization</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#if-you-have-an-apple-developer-id-certificate">If you have an Apple Developer ID Certificate</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#if-you-do-not-have-an-apple-developer-id-certificate">If you do not have an Apple Developer ID Certificate</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#signing-options">Signing Options</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#notarization-options">Notarization Options</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#entitlements">Entitlements</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#hardened-runtime-entitlements">Hardened Runtime Entitlements</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_macos.html#app-sandbox-entitlement">App Sandbox Entitlement</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/running_on_macos.html">Running Godot apps on macOS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/running_on_macos.html#app-is-signed-notarized-and-distributed-via-app-store">App is signed, notarized and distributed via App Store</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/running_on_macos.html#app-is-signed-notarized-and-distributed-outside-app-store">App is signed, notarized and distributed outside App Store</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/running_on_macos.html#app-is-signed-including-ad-hoc-signatures-but-not-notarized">App is signed (including ad-hoc signatures) but not notarized</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/running_on_macos.html#app-is-not-signed-executable-is-linker-signed">App is not-signed, executable is linker-signed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/running_on_macos.html#neither-app-nor-executable-is-signed-relevant-for-apple-silicon-macs-only">Neither app nor executable is signed (relevant for Apple Silicon macs only)</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_windows.html">Exporting for Windows</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_windows.html#requirements">Requirements</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/changing_application_icon_for_windows.html">Changing application icon for Windows</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/changing_application_icon_for_windows.html#creating-an-ico-file">Creating an ICO file</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/changing_application_icon_for_windows.html#changing-the-taskbar-icon">Changing the taskbar icon</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/changing_application_icon_for_windows.html#changing-the-file-icon">Changing the file icon</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/changing_application_icon_for_windows.html#testing-the-result">Testing the result</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_uwp.html">Exporting for Universal Windows Platform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_uwp.html#limitations-on-xbox-one">Limitations on Xbox One</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_uwp.html#creating-a-signing-certificate">Creating a signing certificate</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_uwp.html#setting-up-automatic-signing">Setting up automatic signing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_uwp.html#installing-the-package">Installing the package</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html">Exporting for iOS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html#export-a-godot-project-to-xcode">Export a Godot project to Xcode</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html#active-development-considerations">Active development considerations</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html#steps-to-link-a-godot-project-folder-to-xcode">Steps to link a Godot project folder to Xcode</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html#plugins-for-ios">Plugins for iOS</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_ios.html#troubleshooting-rendering-issues">Troubleshooting rendering issues</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_android.html">Exporting for Android</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#install-openjdk-17">Install OpenJDK 17</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#download-the-android-sdk">Download the Android SDK</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#create-a-debug-keystore">Create a debug.keystore</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#setting-it-up-in-godot">Setting it up in Godot</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#providing-launcher-icons">Providing launcher icons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#exporting-for-google-play-store">Exporting for Google Play Store</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#optimizing-the-apk-size">Optimizing the APK size</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_android.html#troubleshooting-rendering-issues">Troubleshooting rendering issues</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/android_custom_build.html">Custom builds for Android</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/android_custom_build.html#set-up-the-custom-build-environment">Set up the custom build environment</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/android_custom_build.html#enabling-the-custom-build-and-exporting">Enabling the custom build and exporting</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_web.html">Exporting for the Web</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#webgl-version">WebGL version</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#export-options">Export options</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#limitations">Limitations</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#using-cookies-for-data-persistence">Using cookies for data persistence</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#background-processing">Background processing</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#threads">Threads</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#gdnative">GDNative</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#full-screen-and-mouse-capture">Full screen and mouse capture</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#audio">Audio</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#networking">Networking</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#clipboard">Clipboard</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#gamepads">Gamepads</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#boot-splash-is-not-displayed">Boot splash is not displayed</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#shader-language-limitations">Shader language limitations</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#serving-the-files">Serving the files</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_web.html#calling-javascript-from-script">Calling JavaScript from script</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html">Exporting for dedicated servers</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html#platform-support">Platform support</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html#headless-versus-server-binaries">&quot;Headless&quot; versus &quot;server&quot; binaries</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html#exporting-a-pck-file">Exporting a PCK file</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html#preparing-the-server-distribution">Preparing the server distribution</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html#starting-the-dedicated-server">Starting the dedicated server</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/exporting_for_dedicated_servers.html#next-steps">Next steps</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/export/one-click_deploy.html">One-click deploy</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/one-click_deploy.html#what-is-one-click-deploy">What is one-click deploy?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/one-click_deploy.html#supported-platforms">Supported platforms</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/one-click_deploy.html#using-one-click-deploy">Using one-click deploy</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/export/one-click_deploy.html#troubleshooting">Troubleshooting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/export/one-click_deploy.html#android">Android</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/i18n/index.html">Internationalization</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html">Internationalizing games</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#configuring-the-imported-translation">Configuring the imported translation</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#localizing-resources">Localizing resources</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#converting-keys-to-text">Converting keys to text</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#making-controls-resizable">Making controls resizable</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#translationserver">TranslationServer</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#testing-translations">Testing translations</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/internationalizing_games.html#translating-the-project-name">Translating the project name</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html">Localization using gettext</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#advantages">Advantages</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#disadvantages">Disadvantages</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#caveats">Caveats</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#installing-gettext-tools">Installing gettext tools</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#creating-the-po-template-pot-manually">Creating the PO template (POT) manually</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#creating-the-po-template-pot-using-pybabel">Creating the PO template (POT) using pybabel</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#creating-a-messages-file-from-a-po-template">Creating a messages file from a PO template</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#loading-a-messages-file-in-godot">Loading a messages file in Godot</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#updating-message-files-to-follow-the-po-template">Updating message files to follow the PO template</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#checking-the-validity-of-a-po-file-or-template">Checking the validity of a PO file or template</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/i18n/localization_using_gettext.html#using-binary-mo-files-useful-for-large-projects-only">Using binary MO files (useful for large projects only)</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/i18n/locales.html">Locales</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/inputs/index.html">Inputs</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/inputs/inputevent.html">Using InputEvent</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/inputevent.html#what-is-it">What is it?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/inputevent.html#how-does-it-work">How does it work?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/inputevent.html#anatomy-of-an-inputevent">Anatomy of an InputEvent</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/inputevent.html#actions">Actions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/inputevent.html#inputmap">InputMap</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/inputs/input_examples.html">Input examples</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#events-versus-polling">Events versus polling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#input-events">Input events</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#inputmap">InputMap</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/input_examples.html#capturing-actions">Capturing actions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#keyboard-events">Keyboard events</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/input_examples.html#keyboard-modifiers">Keyboard modifiers</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#mouse-events">Mouse events</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/input_examples.html#mouse-buttons">Mouse buttons</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/input_examples.html#mouse-motion">Mouse motion</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/input_examples.html#touch-events">Touch events</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/inputs/mouse_and_input_coordinates.html">Mouse and input coordinates</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/mouse_and_input_coordinates.html#about">About</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/mouse_and_input_coordinates.html#hardware-display-coordinates">Hardware display coordinates</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/mouse_and_input_coordinates.html#viewport-display-coordinates">Viewport display coordinates</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/inputs/custom_mouse_cursor.html">Customizing the mouse cursor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/custom_mouse_cursor.html#using-project-settings">Using project settings</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/custom_mouse_cursor.html#using-a-script">Using a script</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/custom_mouse_cursor.html#demo-project">Demo project</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/custom_mouse_cursor.html#cursor-list">Cursor list</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/inputs/handling_quit_requests.html">Handling quit requests</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/handling_quit_requests.html#quitting">Quitting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/handling_quit_requests.html#handling-the-notification">Handling the notification</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/handling_quit_requests.html#sending-your-own-quit-notification">Sending your own quit notification</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html">Controllers, gamepads, and joysticks</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#supporting-universal-input">Supporting universal input</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#which-input-singleton-method-should-i-use">Which Input singleton method should I use?</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#differences-between-keyboard-mouse-and-controller-input">Differences between keyboard/mouse and controller input</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#dead-zone">Dead zone</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#echo-events">&quot;Echo&quot; events</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#window-focus">Window focus</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#power-saving-prevention">Power saving prevention</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#troubleshooting">Troubleshooting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#my-controller-isn-t-recognized-by-godot">My controller isn't recognized by Godot.</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#my-controller-has-incorrectly-mapped-buttons-or-axes">My controller has incorrectly mapped buttons or axes.</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/inputs/controllers_gamepads_joysticks.html#my-controller-works-on-a-given-platform-but-not-on-another-platform">My controller works on a given platform, but not on another platform.</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/io/index.html">Input and Output (I/O)</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/io/background_loading.html">Background loading</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/background_loading.html#resourceinteractiveloader">ResourceInteractiveLoader</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/background_loading.html#usage">Usage</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#obtaining-a-resourceinteractiveloader">Obtaining a ResourceInteractiveLoader</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#polling">Polling</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#load-progress-optional">Load progress (optional)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#forcing-completion-optional">Forcing completion (optional)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#obtaining-the-resource">Obtaining the resource</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/background_loading.html#example">Example</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/background_loading.html#using-multiple-threads">Using multiple threads</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#use-a-semaphore">Use a semaphore</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#not-blocking-main-thread-during-the-polling">Not blocking main thread during the polling</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/background_loading.html#example-class">Example class</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/background_loading.html#id1">Example:</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/io/data_paths.html">File paths in Godot projects</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/data_paths.html#path-separators">Path separators</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/data_paths.html#accessing-files-in-the-project-folder-res">Accessing files in the project folder (<code class="docutils literal notranslate"><span class="pre">res://</span></code>)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/data_paths.html#accessing-persistent-user-data-user">Accessing persistent user data (<code class="docutils literal notranslate"><span class="pre">user://</span></code>)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/data_paths.html#converting-paths-to-absolute-paths-or-local-paths">Converting paths to absolute paths or &quot;local&quot; paths</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/data_paths.html#editor-data-paths">Editor data paths</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/data_paths.html#self-contained-mode">Self-contained mode</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/io/saving_games.html">Saving games</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/saving_games.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/saving_games.html#identify-persistent-objects">Identify persistent objects</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/saving_games.html#serializing">Serializing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/saving_games.html#saving-and-reading-data">Saving and reading data</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/saving_games.html#some-notes">Some notes</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html">Binary serialization API</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#packet-specification">Packet specification</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#null">0: null</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#bool">1: <span class="xref std std-ref">bool</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#int">2: <span class="xref std std-ref">int</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#float">3: <span class="xref std std-ref">float</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#string">4: <span class="xref std std-ref">String</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#vector2">5: <span class="xref std std-ref">Vector2</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#rect2">6: <span class="xref std std-ref">Rect2</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#vector3">7: <span class="xref std std-ref">Vector3</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#transform2d">8: <span class="xref std std-ref">Transform2D</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#plane">9: <span class="xref std std-ref">Plane</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#quat">10: <span class="xref std std-ref">Quat</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#aabb">11: <span class="xref std std-ref">AABB</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#basis">12: <span class="xref std std-ref">Basis</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#transform">13: <span class="xref std std-ref">Transform</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#color">14: <span class="xref std std-ref">Color</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#nodepath">15: <span class="xref std std-ref">NodePath</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#rid-unsupported">16: <span class="xref std std-ref">RID</span> (unsupported)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#object-unsupported">17: <span class="xref std std-ref">Object</span> (unsupported)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#dictionary">18: <span class="xref std std-ref">Dictionary</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#array">19: <span class="xref std std-ref">Array</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolbytearray">20: <span class="xref std std-ref">PoolByteArray</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolintarray">21: <span class="xref std std-ref">PoolIntArray</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolrealarray">22: <span class="xref std std-ref">PoolRealArray</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolstringarray">23: <span class="xref std std-ref">PoolStringArray</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolvector2array">24: <span class="xref std std-ref">PoolVector2Array</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolvector3array">25: <span class="xref std std-ref">PoolVector3Array</span></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/io/binary_serialization_api.html#poolcolorarray">26: <span class="xref std std-ref">PoolColorArray</span></a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/math/index.html">Math</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/math/vector_math.html">Vector math</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#coordinate-systems-2d">Coordinate systems (2D)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#vector-operations">Vector operations</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#member-access">Member access</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#adding-vectors">Adding vectors</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#scalar-multiplication">Scalar multiplication</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#practical-applications">Practical applications</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#movement">Movement</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#pointing-toward-a-target">Pointing toward a target</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#unit-vectors">Unit vectors</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#normalization">Normalization</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#reflection">Reflection</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#dot-product">Dot product</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#facing">Facing</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#cross-product">Cross product</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#calculating-normals">Calculating normals</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vector_math.html#pointing-to-a-target">Pointing to a target</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vector_math.html#more-information">More information</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/math/vectors_advanced.html">Advanced vector math</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#planes">Planes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#distance-to-plane">Distance to plane</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#away-from-the-origin">Away from the origin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#constructing-a-plane-in-2d">Constructing a plane in 2D</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#some-examples-of-planes">Some examples of planes</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#collision-detection-in-3d">Collision detection in 3D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/vectors_advanced.html#more-information">More information</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html">Matrices and transforms</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#introduction">Introduction</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#matrix-components-and-the-identity-matrix">Matrix components and the Identity matrix</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#scaling-the-transformation-matrix">Scaling the transformation matrix</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#rotating-the-transformation-matrix">Rotating the transformation matrix</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#basis-of-the-transformation-matrix">Basis of the transformation matrix</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#translating-the-transformation-matrix">Translating the transformation matrix</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#putting-it-all-together">Putting it all together</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#shearing-the-transformation-matrix-advanced">Shearing the transformation matrix (advanced)</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#practical-applications-of-transforms">Practical applications of transforms</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#converting-positions-between-transforms">Converting positions between transforms</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#moving-an-object-relative-to-itself">Moving an object relative to itself</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#applying-transforms-onto-transforms">Applying transforms onto transforms</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#inverting-a-transformation-matrix">Inverting a transformation matrix</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#how-does-it-all-work-in-3d">How does it all work in 3D?</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/math/matrices_and_transforms.html#representing-rotation-in-3d-advanced">Representing rotation in 3D (advanced)</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/math/interpolation.html">Interpolation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/interpolation.html#vector-interpolation">Vector interpolation</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/interpolation.html#transform-interpolation">Transform interpolation</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/interpolation.html#smoothing-motion">Smoothing motion</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html">Beziers, curves and paths</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#quadratic-bezier">Quadratic Bezier</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#cubic-bezier">Cubic Bezier</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#adding-control-points">Adding control points</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#curve2d-curve3d-path-and-path2d">Curve2D, Curve3D, Path and Path2D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#evaluating">Evaluating</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#drawing">Drawing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/beziers_and_curves.html#traversal">Traversal</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/math/random_number_generation.html">Random number generation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#global-scope-versus-randomnumbergenerator-class">Global scope versus RandomNumberGenerator class</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#the-randomize-method">The randomize() method</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#getting-a-random-number">Getting a random number</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#get-a-random-array-element">Get a random array element</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#get-a-random-dictionary-value">Get a random dictionary value</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#weighted-random-probability">Weighted random probability</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#better-randomness-using-shuffle-bags">&quot;Better&quot; randomness using shuffle bags</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/math/random_number_generation.html#random-noise">Random noise</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/navigation/index.html">Navigation</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html">Real Time Navigation (3D)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html#the-map-and-navigation-regions">The map and navigation regions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html#navigationagent">NavigationAgent</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html#rvo-processing">RVO processing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html#navigationobstacle">NavigationObstacle</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/navigation/real_time_navigation_3d.html#generating-a-path-old-method">Generating a path (old method)</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/networking/index.html">Networking</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html">High-level multiplayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#high-level-vs-low-level-api">High-level vs low-level API</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#mid-level-abstraction">Mid level abstraction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#initializing-the-network">Initializing the network</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#managing-connections">Managing connections</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#rpc">RPC</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#back-to-lobby">Back to lobby</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#starting-the-game">Starting the game</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#player-scenes">Player scenes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#synchronizing-game-start">Synchronizing game start</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#synchronizing-the-game">Synchronizing the game</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#network-master">Network master</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#master-and-puppet-keywords">Master and puppet keywords</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/high_level_multiplayer.html#exporting-for-dedicated-servers">Exporting for dedicated servers</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/networking/http_request_class.html">Making HTTP requests</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/http_request_class.html#preparing-scene">Preparing scene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/http_request_class.html#scripting">Scripting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/http_request_class.html#sending-data-to-server">Sending data to server</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/networking/http_client_class.html">HTTP client class</a></li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/networking/ssl_certificates.html">SSL certificates</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/ssl_certificates.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/ssl_certificates.html#approach-1-self-signed-cert">Approach 1: self signed cert</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/ssl_certificates.html#approach-2-ca-cert">Approach 2: CA cert</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/networking/websocket.html">WebSocket</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/websocket.html#html5-and-websocket">HTML5 and WebSocket</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/websocket.html#using-websocket-in-godot">Using WebSocket in Godot</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/websocket.html#minimal-client-example">Minimal client example</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/websocket.html#minimal-server-example">Minimal server example</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/websocket.html#advanced-chat-demo">Advanced chat demo</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/networking/webrtc.html">WebRTC</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/webrtc.html#html5-websocket-webrtc">HTML5, WebSocket, WebRTC</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/webrtc.html#websocket">WebSocket</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/webrtc.html#id1">WebRTC</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/networking/webrtc.html#using-webrtc-in-godot">Using WebRTC in Godot</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/webrtc.html#minimal-connection-example">Minimal connection example</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/webrtc.html#local-signaling-example">Local signaling example</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/networking/webrtc.html#remote-signaling-with-websocket">Remote signaling with WebSocket</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/performance/index.html">Optimization</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#introduction">Introduction</a></li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#common">Common</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/general_optimization.html">General optimization tips</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#introduction">Introduction</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/general_optimization.html#measuring-performance">Measuring performance</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#limitations">Limitations</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#detective-work">Detective work</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/general_optimization.html#profilers">Profilers</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/general_optimization.html#principles">Principles</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#performant-design">Performant design</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#incremental-design">Incremental design</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#the-optimization-process">The optimization process</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#optimizing-bottlenecks">Optimizing bottlenecks</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/general_optimization.html#appendix">Appendix</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/general_optimization.html#bottleneck-math">Bottleneck math</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/using_servers.html">Optimization using Servers</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_servers.html#servers">Servers</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_servers.html#rids">RIDs</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_servers.html#creating-a-sprite">Creating a sprite</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_servers.html#instantiating-a-mesh-into-3d-space">Instantiating a Mesh into 3D space</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_servers.html#creating-a-2d-rigidbody-and-moving-a-sprite-with-it">Creating a 2D RigidBody and moving a sprite with it</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_servers.html#getting-data-from-the-servers">Getting data from the servers</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#cpu">CPU</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html">CPU optimization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#measuring-performance">Measuring performance</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#cpu-profilers">CPU profilers</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#external-profilers">External profilers</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#manually-timing-functions">Manually timing functions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#caches">Caches</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#languages">Languages</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#gdscript">GDScript</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#c">C#</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#other-languages">Other languages</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#id1">C++</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#threads">Threads</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#scenetree">SceneTree</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/cpu_optimization.html#physics">Physics</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#gpu">GPU</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html">GPU optimization</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#introduction">Introduction</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#draw-calls-state-changes-and-apis">Draw calls, state changes, and APIs</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#d-batching">2D batching</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#id1">3D batching</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#reuse-shaders-and-materials">Reuse Shaders and Materials</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#pixel-cost-versus-vertex-cost">Pixel cost versus vertex cost</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#pixel-fragment-shaders-and-fill-rate">Pixel/fragment shaders and fill rate</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#reading-textures">Reading textures</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#texture-compression">Texture compression</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#post-processing-and-shadows">Post-processing and shadows</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#transparency-and-blending">Transparency and blending</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#multi-platform-advice">Multi-platform advice</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/gpu_optimization.html#mobile-tiled-renderers">Mobile/tiled renderers</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/using_multimesh.html">Optimization using MultiMeshes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_multimesh.html#multimeshes">MultiMeshes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/using_multimesh.html#multimesh-example">Multimesh example</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#d">2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/batching.html">Optimization using batching</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#how-it-works">How it works</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#lights">Lights</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#light-scissoring">Light scissoring</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#vertex-baking">Vertex baking</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#project-settings">Project Settings</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#diagnostics">Diagnostics</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#frequently-asked-questions">Frequently asked questions</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/batching.html#appendix">Appendix</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#id1">3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html">Optimizing 3D performance</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#culling">Culling</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#occlusion-culling">Occlusion culling</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#occluders">Occluders</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#portal-rendering">Portal Rendering</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#other-occlusion-techniques">Other occlusion techniques</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#transparent-objects">Transparent objects</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#level-of-detail-lod">Level of detail (LOD)</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#billboards-and-imposters">Billboards and imposters</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#use-instancing-multimesh">Use instancing (MultiMesh)</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#bake-lighting">Bake lighting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#animation-and-skinning">Animation and skinning</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/optimizing_3d_performance.html#large-worlds">Large worlds</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/vertex_animation/index.html">Animating thousands of objects</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/vertex_animation/animating_thousands_of_fish.html">Animating thousands of fish with MultiMeshInstance</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/vertex_animation/controlling_thousands_of_fish.html">Controlling thousands of fish with Particles</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/performance/index.html#multi-threading">Multi-threading</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html">Thread-safe APIs</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html#threads">Threads</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html#global-scope">Global scope</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html#scene-tree">Scene tree</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html#rendering">Rendering</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html#gdscript-arrays-dictionaries">GDScript arrays, dictionaries</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/thread_safe_apis.html#resources">Resources</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/performance/threads/using_multiple_threads.html">Using multiple threads</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/using_multiple_threads.html#threads">Threads</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/using_multiple_threads.html#creating-a-thread">Creating a Thread</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/using_multiple_threads.html#mutexes">Mutexes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/performance/threads/using_multiple_threads.html#semaphores">Semaphores</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/physics/index.html">Physics</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/physics_introduction.html">Physics introduction</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#collision-objects">Collision objects</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#physics-material">Physics material</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#collision-shapes">Collision shapes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#physics-process-callback">Physics process callback</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#area2d">Area2D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#staticbody2d">StaticBody2D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#rigidbody2d">RigidBody2D</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#rigid-body-modes">Rigid body modes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#using-rigidbody2d">Using RigidBody2D</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#contact-reporting">Contact reporting</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#kinematicbody2d">KinematicBody2D</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/physics_introduction.html#kinematic-collision-response">Kinematic collision response</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/rigid_body.html">Using RigidBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/rigid_body.html#what-is-a-rigid-body">What is a rigid body?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/rigid_body.html#how-to-control-a-rigid-body">How to control a rigid body</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/rigid_body.html#the-look-at-method">The &quot;look at&quot; method</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/using_area_2d.html">Using Area2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#what-is-an-area">What is an area?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#area-properties">Area properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#overlap-detection">Overlap detection</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#area-influence">Area influence</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#point-gravity">Point gravity</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_area_2d.html#examples">Examples</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html">Using KinematicBody2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#what-is-a-kinematic-body">What is a kinematic body?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#movement-and-collision">Movement and collision</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#move-and-collide"><code class="docutils literal notranslate"><span class="pre">move_and_collide</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#move-and-slide"><code class="docutils literal notranslate"><span class="pre">move_and_slide</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#move-and-slide-with-snap"><code class="docutils literal notranslate"><span class="pre">move_and_slide_with_snap</span></code></a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#detecting-collisions">Detecting collisions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#which-movement-method-to-use">Which movement method to use?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#examples">Examples</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#movement-and-walls">Movement and walls</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#bouncing-reflecting">Bouncing/reflecting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/using_kinematic_body_2d.html#platformer-movement">Platformer movement</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/ray-casting.html">Ray-casting</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#space">Space</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#accessing-space">Accessing space</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#raycast-query">Raycast query</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#collision-exceptions">Collision exceptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#collision-mask">Collision Mask</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ray-casting.html#d-ray-casting-from-screen">3D ray casting from screen</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html">Ragdoll system</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#setting-up-the-ragdoll">Setting up the ragdoll</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#creating-physical-bones">Creating physical bones</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#cleaning-up-the-skeleton">Cleaning up the skeleton</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#collision-shape-adjustment">Collision shape adjustment</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#joints-adjustment">Joints adjustment</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#simulating-the-ragdoll">Simulating the ragdoll</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/ragdoll_system.html#collision-layer-and-mask">Collision layer and mask</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/kinematic_character_2d.html">Kinematic character (2D)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/kinematic_character_2d.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/kinematic_character_2d.html#physics-process">Physics process</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/kinematic_character_2d.html#scene-setup">Scene setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/kinematic_character_2d.html#moving-the-kinematic-character">Moving the kinematic character</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/soft_body.html">Using SoftBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/soft_body.html#basic-set-up">Basic set-up</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/soft_body.html#cloak-simulation">Cloak simulation</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/collision_shapes_3d.html">Collision shapes (3D)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/collision_shapes_3d.html#primitive-collision-shapes">Primitive collision shapes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/collision_shapes_3d.html#convex-collision-shapes">Convex collision shapes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/collision_shapes_3d.html#concave-or-trimesh-collision-shapes">Concave or trimesh collision shapes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/collision_shapes_3d.html#performance-caveats">Performance caveats</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/physics/interpolation/index.html">Physics Interpolation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_quick_start_guide.html">Quick start guide</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html">Introduction</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#physics-ticks-and-rendered-frames">Physics ticks and rendered frames</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#lock-the-tick-frame-rate-together">Lock the tick / frame rate together?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#adapt-the-tick-rate">Adapt the tick rate?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#lock-the-tick-rate-but-use-interpolation-to-smooth-frames-in-between-physics-ticks">Lock the tick rate, but use interpolation to smooth frames in between physics ticks</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#linear-interpolation">Linear interpolation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#the-physics-interpolation-fraction">The physics interpolation fraction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#calculating-the-interpolated-position">Calculating the interpolated position</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#smoothed-transformations-between-physics-ticks">Smoothed transformations between physics ticks?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#in-the-past">In the past</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#why-look-into-the-past-why-not-predict-the-future">Why look into the past? Why not predict the future?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/physics_interpolation_introduction.html#fixed-timestep-interpolation">Fixed timestep interpolation</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/interpolation/using_physics_interpolation.html">Using physics interpolation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/using_physics_interpolation.html#turn-on-the-physics-interpolation-setting">Turn on the physics interpolation setting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/using_physics_interpolation.html#move-almost-all-game-logic-from-process-to-physics-process">Move (almost) all game logic from _process to _physics_process</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/using_physics_interpolation.html#ensure-that-all-indirect-movement-happens-during-physics-ticks">Ensure that all indirect movement happens during physics ticks</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/using_physics_interpolation.html#choose-a-physics-tick-rate">Choose a physics tick rate</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/using_physics_interpolation.html#call-reset-physics-interpolation-when-teleporting-objects">Call reset_physics_interpolation() when teleporting objects</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html">Advanced physics interpolation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#exceptions-to-automatic-physics-interpolation">Exceptions to automatic physics interpolation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#cameras">Cameras</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#manual-camera-interpolation">Manual Camera interpolation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#typical-example">Typical example</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#get-global-transform-interpolated">get_global_transform_interpolated()</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#example-manual-camera-script">Example manual Camera script</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#mouse-look">Mouse look</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#disabling-interpolation-on-other-nodes">Disabling interpolation on other nodes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/advanced_physics_interpolation.html#multimeshes">MultiMeshes</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.html">2D and 3D physics interpolation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.html#global-versus-local-interpolation">Global versus local interpolation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.html#reset-physics-interpolation">reset_physics_interpolation()</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.html#d-particles">2D Particles</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.html#other">Other</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/platform/index.html">Platform-specific</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/platform/android/index.html">Android plugins</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/android/android_plugin.html">Creating Android plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/android/android_plugin.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/android/android_plugin.html#android-plugin">Android plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/android/android_plugin.html#troubleshooting">Troubleshooting</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/android/android_in_app_purchases.html">Android in-app purchases</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/android/android_in_app_purchases.html#migrating-from-godot-3-2-1-and-lower-godotpaymentsv3">Migrating from Godot 3.2.1 and lower (GodotPaymentsV3)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/android/android_in_app_purchases.html#usage">Usage</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/platform/ios/index.html">iOS plugins</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/ios/ios_plugin.html">Creating iOS plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/ios_plugin.html#loading-and-using-an-existing-plugin">Loading and using an existing plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/ios_plugin.html#creating-an-ios-plugin">Creating an iOS plugin</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/ios/plugins_for_ios.html">Plugins for iOS</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/plugins_for_ios.html#accessing-plugin-singletons">Accessing plugin singletons</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/plugins_for_ios.html#asynchronous-methods">Asynchronous methods</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/plugins_for_ios.html#store-kit">Store Kit</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/plugins_for_ios.html#game-center">Game Center</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/ios/plugins_for_ios.html#multi-platform-games">Multi-platform games</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/platform/platform_html5.html">HTML5</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/html5_shell_classref.html">HTML5 shell class reference</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/html5_shell_classref.html#engine">Engine</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/html5_shell_classref.html#engine-configuration">Engine configuration</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/customizing_html5_shell.html">Custom HTML page for Web export</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/customizing_html5_shell.html#setup">Setup</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/customizing_html5_shell.html#starting-the-project">Starting the project</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/customizing_html5_shell.html#customizing-the-behavior">Customizing the behavior</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/customizing_html5_shell.html#customizing-the-presentation">Customizing the presentation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/platform/customizing_html5_shell.html#debugging">Debugging</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/platform/consoles.html">Console support in Godot</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/consoles.html#console-publishing-process">Console publishing process</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/consoles.html#official-support">Official support</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/platform/consoles.html#third-party-support">Third-party support</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/platform/mobile_rendering_limitations.html">Mobile rendering limitations</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/plugins/index.html">Plugins</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/plugins/editor/index.html">Editor plugins</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/installing_plugins.html">Installing plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/installing_plugins.html#finding-plugins">Finding plugins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/installing_plugins.html#installing-a-plugin">Installing a plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/installing_plugins.html#enabling-a-plugin">Enabling a plugin</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/making_plugins.html">Making plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_plugins.html#about-plugins">About plugins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_plugins.html#creating-a-plugin">Creating a plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_plugins.html#a-custom-node">A custom node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_plugins.html#going-beyond">Going beyond</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_plugins.html#registering-autoloads-singletons-in-plugins">Registering autoloads/singletons in plugins</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/making_main_screen_plugins.html">Making main screen plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_main_screen_plugins.html#what-this-tutorial-covers">What this tutorial covers</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_main_screen_plugins.html#initializing-the-plugin">Initializing the plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_main_screen_plugins.html#main-screen-scene">Main screen scene</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_main_screen_plugins.html#update-the-plugin-script">Update the plugin script</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/making_main_screen_plugins.html#try-the-plugin">Try the plugin</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html">Import plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#configuration">Configuration</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class">The EditorImportPlugin class</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#options-and-presets">Options and presets</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#the-import-method">The <code class="docutils literal notranslate"><span class="pre">import</span></code> method</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#platform-variants-and-generated-files">Platform variants and generated files</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/import_plugins.html#trying-the-plugin">Trying the plugin</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/spatial_gizmos.html">Spatial gizmo plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/spatial_gizmos.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/spatial_gizmos.html#the-editorspatialgizmoplugin">The EditorSpatialGizmoPlugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/spatial_gizmos.html#simple-approach">Simple approach</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/spatial_gizmos.html#alternative-approach">Alternative approach</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/inspector_plugins.html">Inspector plugins</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/inspector_plugins.html#setting-up-your-plugin">Setting up your plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/inspector_plugins.html#interacting-with-the-inspector">Interacting with the inspector</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/plugins/editor/inspector_plugins.html#adding-an-interface-to-edit-properties">Adding an interface to edit properties</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/editor/visual_shader_plugins.html">Visual Shader plugins</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/plugins/running_code_in_the_editor.html">Running code in the editor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/running_code_in_the_editor.html#what-is-tool">What is <code class="docutils literal notranslate"><span class="pre">tool</span></code>?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/running_code_in_the_editor.html#how-to-use-it">How to use it</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/running_code_in_the_editor.html#try-it-out">Try it out</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/running_code_in_the_editor.html#editing-variables">Editing variables</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/plugins/running_code_in_the_editor.html#instancing-scenes">Instancing scenes</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/rendering/index.html">Rendering</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/rendering/viewports.html">Using Viewports</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#input">Input</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#listener">Listener</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#cameras-2d-3d">Cameras (2D &amp; 3D)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#scale-stretching">Scale &amp; stretching</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#worlds">Worlds</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#capture">Capture</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#viewport-container">Viewport Container</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#rendering">Rendering</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/viewports.html#render-target">Render target</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html">Multiple resolutions</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#the-problem-of-multiple-resolutions">The problem of multiple resolutions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#one-size-fits-all">One size fits all</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#base-size">Base size</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#resizing">Resizing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#stretch-settings">Stretch settings</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#stretch-mode">Stretch Mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#stretch-aspect">Stretch Aspect</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#stretch-shrink">Stretch Shrink</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#from-scripts">From scripts</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#common-use-case-scenarios">Common use case scenarios</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#desktop-game">Desktop game</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#mobile-game-in-landscape-mode">Mobile game in landscape mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#mobile-game-in-portrait-mode">Mobile game in portrait mode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#non-game-application">Non-game application</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#hidpi-support">hiDPI support</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#reducing-aliasing-on-downsampling">Reducing aliasing on downsampling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#handling-aspect-ratios">Handling aspect ratios</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#field-of-view-scaling">Field of view scaling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/multiple_resolutions.html#scaling-2d-and-3d-elements-differently-using-viewports">Scaling 2D and 3D elements differently using Viewports</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html">Fixing jitter, stutter and input lag</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#what-is-jitter-stutter-and-input-lag">What is jitter, stutter and input lag?</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#distinguishing-between-jitter-and-stutter">Distinguishing between jitter and stutter</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#jitter">Jitter</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#stutter">Stutter</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#windows">Windows</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#linux">Linux</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#macos">macOS</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#android">Android</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#ios">iOS</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#input-lag">Input lag</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#project-configuration">Project configuration</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#hardware-os-specific">Hardware/OS-specific</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/jitter_stutter.html#reporting-jitter-stutter-or-input-lag-problems">Reporting jitter, stutter or input lag problems</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html">Differences between GLES2 and GLES3</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#particles">Particles</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#screen-texture-mip-maps"><code class="docutils literal notranslate"><span class="pre">SCREEN_TEXTURE</span></code> mip-maps</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#depth-texture"><code class="docutils literal notranslate"><span class="pre">DEPTH_TEXTURE</span></code></a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#color-space">Color space</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#hdr">HDR</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#spatialmaterial-features">SpatialMaterial features</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#environment-features">Environment features</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#giprobes">GIProbes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#contact-shadows">Contact shadows</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#light-performance">Light performance</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#texture-compression">Texture compression</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#blend-shapes">Blend shapes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#shading-language">Shading language</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#texturesize-workaround"><code class="docutils literal notranslate"><span class="pre">textureSize()</span></code> workaround</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/rendering/gles2_gles3_differences.html#built-in-variables-and-render-modes">Built in variables and render modes</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/scripting/index.html">Scripting</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/scripting/index.html#programming-languages">Programming languages</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/gdscript/index.html">GDScript</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/gdscript_basics.html">GDScript basics</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/gdscript_advanced.html">GDScript: An introduction to dynamic languages</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/gdscript_exports.html">GDScript exports</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/gdscript_styleguide.html">GDScript style guide</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/static_typing.html">Static typing in GDScript</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/warning_system.html">GDScript warning system</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdscript/gdscript_format_string.html">GDScript format strings</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/visual_script/index.html">VisualScript</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/visual_script/what_is_visual_scripting.html">What is Visual Scripting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/visual_script/getting_started.html">Getting started with Visual Scripting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/visual_script/nodes_purposes.html">Nodes and terminology</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/visual_script/custom_visualscript_nodes.html">Custom VisualScript nodes</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/c_sharp/index.html">C#</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/c_sharp/c_sharp_basics.html">C# basics</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/c_sharp/c_sharp_features.html">C# features</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/c_sharp/c_sharp_differences.html">C# API differences to GDScript</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/c_sharp/c_sharp_style_guide.html">C# style guide</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/gdnative/index.html">GDNative</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdnative/what_is_gdnative.html">What is GDNative?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdnative/gdnative_c_example.html">GDNative C example</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/gdnative/gdnative_cpp_example.html">GDNative C++ example</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/scripting/index.html#core-features">Core features</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/debug/index.html">Debug</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/debug/overview_of_debugging_tools.html">Overview of debugging tools</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/debug/debugger_panel.html">Debugger panel</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/idle_and_physics_processing.html">Idle and Physics Processing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/groups.html">Groups</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/groups.html#managing-groups">Managing groups</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/nodes_and_scene_instances.html">Nodes and scene instances</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/nodes_and_scene_instances.html#getting-nodes">Getting nodes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/nodes_and_scene_instances.html#node-paths">Node paths</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/nodes_and_scene_instances.html#creating-nodes">Creating nodes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/nodes_and_scene_instances.html#instancing-scenes">Instancing scenes</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/overridable_functions.html">Overridable functions</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/cross_language_scripting.html">Cross-language scripting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/cross_language_scripting.html#instantiating-nodes">Instantiating nodes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/cross_language_scripting.html#accessing-fields">Accessing fields</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/cross_language_scripting.html#calling-methods">Calling methods</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/cross_language_scripting.html#inheritance">Inheritance</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/creating_script_templates.html">Creating script templates</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/creating_script_templates.html#locating-the-templates">Locating the templates</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/creating_script_templates.html#language-support-and-overriding-behavior">Language support and overriding behavior</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/creating_script_templates.html#default-template">Default template</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/creating_script_templates.html#list-of-template-placeholders">List of template placeholders</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/evaluating_expressions.html">Evaluating expressions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/evaluating_expressions.html#basic-usage">Basic usage</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/evaluating_expressions.html#passing-variables-to-an-expression">Passing variables to an expression</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/evaluating_expressions.html#setting-a-base-instance-for-the-expression">Setting a base instance for the expression</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/evaluating_expressions.html#example-script">Example script</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/evaluating_expressions.html#built-in-functions">Built-in functions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/change_scenes_manually.html">Change scenes manually</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/instancing_with_signals.html">Instancing with signals</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/instancing_with_signals.html#shooting-example">Shooting example</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/pausing_games.html">Pausing games and process mode</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/pausing_games.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/pausing_games.html#how-pausing-works">How pausing works</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/pausing_games.html#process-modes">Process Modes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/pausing_games.html#pause-menu-example">Pause Menu Example</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/filesystem.html">File system</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#implementation">Implementation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#project-godot">project.godot</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#path-delimiter">Path delimiter</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#resource-path">Resource path</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#user-path">User path</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#host-file-system">Host file system</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/filesystem.html#drawbacks">Drawbacks</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/resources.html">Resources</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/resources.html#nodes-and-resources">Nodes and resources</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/resources.html#external-vs-built-in">External vs built-in</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/resources.html#loading-resources-from-code">Loading resources from code</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/resources.html#loading-scenes">Loading scenes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/resources.html#freeing-resources">Freeing resources</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/resources.html#creating-your-own-resources">Creating your own resources</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/singletons_autoload.html">Singletons (AutoLoad)</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/singletons_autoload.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/singletons_autoload.html#autoload">AutoLoad</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/singletons_autoload.html#custom-scene-switcher">Custom scene switcher</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/scene_tree.html">Using SceneTree</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#mainloop">MainLoop</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#scenetree">SceneTree</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#root-viewport">Root viewport</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#scene-tree">Scene tree</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#tree-order">Tree order</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#becoming-active-by-entering-the-scene-tree">&quot;Becoming active&quot; by entering the <em>Scene Tree</em></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_tree.html#changing-current-scene">Changing current scene</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/scripting/scene_unique_nodes.html">Scene Unique Nodes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_unique_nodes.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/scripting/scene_unique_nodes.html#creating-and-using-them">Creating and using them</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/shaders/index.html">Shaders</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html">Introduction to shaders</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#shaders-in-godot">Shaders in Godot</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#shader-types">Shader types</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#render-modes">Render modes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#processor-functions">Processor functions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#vertex-processor">Vertex processor</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#fragment-processor">Fragment processor</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/introduction_to_shaders.html#light-processor">Light processor</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/shader_reference/index.html">Shading reference</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html">Shading language</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#data-types">Data types</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#arrays">Arrays</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#constants">Constants</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#operators">Operators</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#flow-control">Flow control</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#discarding">Discarding</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#functions">Functions</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#built-in-variables">Built-in variables</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/shading_language.html#built-in-functions">Built-in functions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html">Spatial shaders</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html#render-modes">Render modes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html#built-ins">Built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html#global-built-ins">Global built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html#vertex-built-ins">Vertex built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html#fragment-built-ins">Fragment built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/spatial_shader.html#light-built-ins">Light built-ins</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html">CanvasItem shaders</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html#render-modes">Render modes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html#built-ins">Built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins">Global built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html#vertex-built-ins">Vertex built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html#fragment-built-ins">Fragment built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/canvas_item_shader.html#light-built-ins">Light built-ins</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_reference/particle_shader.html">Particle shaders</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/particle_shader.html#render-modes">Render modes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/particle_shader.html#built-ins">Built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/particle_shader.html#global-built-ins">Global built-ins</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shader_reference/particle_shader.html#vertex-built-ins">Vertex built-ins</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/your_first_shader/index.html">Your first shader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html">Your first 2D shader</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html#setup">Setup</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html#your-first-canvasitem-shader">Your first CanvasItem shader</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html#your-first-fragment-function">Your first fragment function</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html#your-first-vertex-function">Your first vertex function</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_2d_shader.html#conclusion">Conclusion</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html">Your first 3D shader</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html#where-to-assign-my-material">Where to assign my material</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html#setting-up">Setting up</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html#shader-magic">Shader magic</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html#noise-heightmap">Noise heightmap</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html#uniforms">Uniforms</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_first_3d_shader.html#interacting-with-light">Interacting with light</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_second_3d_shader.html">Your second 3D shader</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_second_3d_shader.html#your-first-spatial-fragment-function">Your first spatial fragment function</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_second_3d_shader.html#animating-with-time">Animating with <code class="docutils literal notranslate"><span class="pre">TIME</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/your_first_shader/your_second_3d_shader.html#advanced-effects-waves">Advanced effects: waves</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/shader_materials.html">Shader materials</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_materials.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_materials.html#creating-a-shadermaterial">Creating a ShaderMaterial</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shader_materials.html#converting-to-shadermaterial">Converting to ShaderMaterial</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html">Using VisualShaders</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#creating-a-visualshader">Creating a VisualShader</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#using-the-visual-shader-editor">Using the Visual Shader Editor</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#visual-shader-nodes">Visual Shader nodes</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#expression-node">Expression node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#fresnel-node">Fresnel node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#boolean-node">Boolean node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#if-node">If node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/visual_shaders.html#switch-node">Switch node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html">Screen-reading shaders</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html#screen-texture-built-in-texture">SCREEN_TEXTURE built-in texture</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html#screen-texture-example">SCREEN_TEXTURE example</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html#behind-the-scenes">Behind the scenes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html#back-buffer-logic">Back-buffer logic</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/screen-reading_shaders.html#depth-texture">DEPTH_TEXTURE</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html">Converting GLSL to Godot shaders</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#glsl">GLSL</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#shader-programs">Shader programs</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#vertex-attributes">Vertex attributes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#gl-position">gl_Position</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#varyings">Varyings</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#main">Main</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#constants">Constants</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#macros">Macros</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#variables">Variables</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#coordinates">Coordinates</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#precision">Precision</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#shadertoy">Shadertoy</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#types">Types</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#mainimage">mainImage</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#id2">Variables</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#id3">Coordinates</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#the-book-of-shaders">The Book of Shaders</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#id5">Types</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#id6">Main</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#id7">Variables</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/converting_glsl_to_godot_shaders.html#id8">Coordinates</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html">Shaders style guide</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#formatting">Formatting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#encoding-and-special-characters">Encoding and special characters</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#indentation">Indentation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#line-breaks-and-blank-lines">Line breaks and blank lines</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#blank-lines">Blank lines</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#line-length">Line length</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#one-statement-per-line">One statement per line</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#comment-spacing">Comment spacing</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#whitespace">Whitespace</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#floating-point-numbers">Floating-point numbers</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#accessing-vector-members">Accessing vector members</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#naming-conventions">Naming conventions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#functions-and-variables">Functions and variables</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#constants">Constants</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#code-order">Code order</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/shaders/shaders_style_guide.html#local-variables">Local variables</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/advanced_postprocessing.html">Advanced post-processing</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/advanced_postprocessing.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/advanced_postprocessing.html#full-screen-quad">Full screen quad</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/advanced_postprocessing.html#depth-texture">Depth texture</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/advanced_postprocessing.html#an-optimization">An optimization</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html">Using a Viewport as a texture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html#setting-up-the-viewport">Setting up the Viewport</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html#applying-the-texture">Applying the texture</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html#making-the-planet-texture">Making the planet texture</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html#coloring-the-planet">Coloring the planet</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/using_viewport_as_texture.html#making-an-ocean">Making an ocean</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/custom_postprocessing.html">Custom post-processing</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/custom_postprocessing.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/custom_postprocessing.html#single-pass-post-processing">Single pass post-processing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/custom_postprocessing.html#multi-pass-post-processing">Multi-pass post-processing</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/shaders/making_trees.html">Making trees</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/making_trees.html#start-with-a-tree">Start with a tree</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/making_trees.html#paint-with-vertex-colors">Paint with vertex colors</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/making_trees.html#write-a-custom-shader-for-the-leaves">Write a custom shader for the leaves</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/shaders/making_trees.html#improving-the-shader">Improving the shader</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/ui/index.html">User Interface (UI)</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/size_and_anchors.html">Size and anchors</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/size_and_anchors.html#centering-a-control">Centering a control</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/size_and_anchors.html#layout-presets">Layout Presets</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/gui_containers.html">Using Containers</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_containers.html#container-layout">Container layout</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_containers.html#size-flags">Size flags</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_containers.html#container-types">Container types</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#box-containers">Box Containers</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#grid-container">Grid Container</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#margin-container">Margin Container</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#tab-container">Tab Container</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#split-container">Split Container</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#panelcontainer">PanelContainer</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#scrollcontainer">ScrollContainer</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_containers.html#viewportcontainer">ViewportContainer</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_containers.html#creating-custom-containers">Creating custom Containers</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html">Custom GUI controls</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#so-many-controls">So many controls...</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#drawing">Drawing</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#checking-control-size">Checking control size</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#checking-focus">Checking focus</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#sizing">Sizing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#input">Input</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#input-events">Input events</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/custom_gui_controls.html#notifications">Notifications</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/gui_navigation.html">Keyboard/Controller Navigation and Focus</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_navigation.html#node-settings">Node settings</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_navigation.html#necessary-code">Necessary code</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/control_node_gallery.html">Control node gallery</a></li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/index.html#gui-skinning-and-themes">GUI skinning and themes</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_skinning.html">Introduction to GUI skinning</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_skinning.html#basics-of-themes">Basics of themes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_skinning.html#customizing-a-control">Customizing a control</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_skinning.html#customizing-a-project">Customizing a project</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_skinning.html#beyond-controls">Beyond controls</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_using_theme_editor.html">Using the theme editor</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_using_theme_editor.html#creating-a-theme">Creating a theme</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_using_theme_editor.html#theme-editor-overview">Theme editor overview</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_using_theme_editor.html#manage-and-import-items">Manage and import items</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/gui_theme_type_variations.html">Theme type variations</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_theme_type_variations.html#creating-a-type-variation">Creating a type variation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/gui_theme_type_variations.html#using-a-type-variation">Using a type variation</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/ui/index.html#control-node-tutorials">Control node tutorials</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/ui/bbcode_in_richtextlabel.html">BBCode in RichTextLabel</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/bbcode_in_richtextlabel.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/bbcode_in_richtextlabel.html#using-bbcode">Using BBCode</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/bbcode_in_richtextlabel.html#reference">Reference</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/bbcode_in_richtextlabel.html#animation-effects">Animation effects</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/ui/bbcode_in_richtextlabel.html#custom-bbcode-tags-and-text-effects">Custom BBCode tags and text effects</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../tutorials/vr/index.html">XR (AR/VR)</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/vr/xr_primer.html">AR/VR primer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/xr_primer.html#ar-vr-server">AR/VR server</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/xr_primer.html#new-ar-vr-nodes">New AR/VR nodes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/xr_primer.html#official-plugins-and-resources">Official plugins and resources</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/xr_primer.html#other-things-to-consider">Other things to consider</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/vr/openxr/index.html">OpenXR plugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/openxr/index.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/openxr/index.html#getting-started">Getting started</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/openxr/index.html#next-steps">Next steps</a></li>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/openxr/index.html#plugin-features">Plugin features</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openxr/enable_plugin.html">Enabling the OpenXR plugin</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openxr/runtime_selection.html">Switching runtimes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openxr/passthrough.html">Passthrough</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openxr/deploy_on_quest.html">Deploying on Quest</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openxr/handtracking.html">Hand tracking</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/vr/oculus_mobile/index.html">Oculus mobile plugin (deprecated)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/oculus_mobile/developing_for_oculus_quest.html">Developing for Oculus Quest</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/oculus_mobile/developing_for_oculus_quest.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/oculus_mobile/developing_for_oculus_quest.html#setting-up-godot">Setting Up Godot</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/oculus_mobile/developing_for_oculus_quest.html#setting-up-your-quest">Setting Up Your Quest</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../tutorials/vr/openvr/index.html">OpenVR plugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../tutorials/vr/openvr/vr_starter_tutorial/index.html">VR starter tutorial</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openvr/vr_starter_tutorial/vr_starter_tutorial_part_one.html">VR starter tutorial part 1</a></li>
<li class="toctree-l4"><a class="reference internal" href="../tutorials/vr/openvr/vr_starter_tutorial/vr_starter_tutorial_part_two.html">VR starter tutorial part 2</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p class="caption" role="heading"><span class="caption-text">Development</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../development/compiling/index.html">Compiling</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/getting_source.html">Getting the source</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/getting_source.html#downloading-the-godot-source-code">Downloading the Godot source code</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html">Introduction to the buildsystem</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#scons">SCons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#setup">Setup</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#platform-selection">Platform selection</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#resulting-binary">Resulting binary</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#tools">Tools</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#target">Target</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#bits">Bits</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#custom-modules">Custom modules</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#cleaning-generated-files">Cleaning generated files</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#other-build-options">Other build options</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#overriding-the-build-options">Overriding the build options</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/introduction_to_the_buildsystem.html#export-templates">Export templates</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_windows.html">Compiling for Windows</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#setting-up-scons">Setting up SCons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#installing-visual-studio-caveats">Installing Visual Studio caveats</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#downloading-godot-s-source">Downloading Godot's source</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#compiling">Compiling</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#selecting-a-compiler">Selecting a compiler</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#running-scons">Running SCons</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#development-in-visual-studio">Development in Visual Studio</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#cross-compiling-for-windows-from-other-operating-systems">Cross-compiling for Windows from other operating systems</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#troubleshooting">Troubleshooting</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_windows.html#creating-windows-export-templates">Creating Windows export templates</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_x11.html">Compiling for X11 (Linux, *BSD)</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#requirements">Requirements</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#distro-specific-one-liners">Distro-specific one-liners</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#compiling">Compiling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#compiling-a-headless-server-build">Compiling a headless/server build</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#building-export-templates">Building export templates</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#using-clang-and-lld-for-faster-development">Using Clang and LLD for faster development</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_x11.html#using-pyston-for-faster-development">Using Pyston for faster development</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_osx.html">Compiling for macOS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_osx.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_osx.html#compiling">Compiling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_osx.html#compiling-a-headless-server-build">Compiling a headless/server build</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_osx.html#building-export-templates">Building export templates</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_osx.html#using-pyston-for-faster-development">Using Pyston for faster development</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_osx.html#cross-compiling-for-macos-from-linux">Cross-compiling for macOS from Linux</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_android.html">Compiling for Android</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_android.html#note">Note</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_android.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_android.html#setting-up-the-buildsystem">Setting up the buildsystem</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_android.html#building-the-export-templates">Building the export templates</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_android.html#adding-support-for-x86-devices">Adding support for x86 devices</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_android.html#cleaning-the-generated-export-templates">Cleaning the generated export templates</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_android.html#using-the-export-templates">Using the export templates</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_android.html#installing-the-templates">Installing the templates</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_android.html#troubleshooting">Troubleshooting</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_android.html#platform-doesn-t-appear-in-scons">Platform doesn't appear in SCons</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_android.html#application-not-installed">Application not installed</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_for_android.html#application-exits-immediately">Application exits immediately</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_ios.html">Compiling for iOS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_ios.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_ios.html#compiling">Compiling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_ios.html#run">Run</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html">Cross-compiling for iOS on Linux</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#disclaimer">Disclaimer</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#configuring-the-environment">Configuring the environment</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#darling-dmg">darling-dmg</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#preparing-the-sdk">Preparing the SDK</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#toolchain">Toolchain</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#compiling-godot-for-iphone">Compiling Godot for iPhone</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/cross-compiling_for_ios_on_linux.html#producing-fat-binaries">Producing fat binaries</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_uwp.html">Compiling for Universal Windows Platform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_uwp.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_uwp.html#compiling">Compiling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_uwp.html#creating-uwp-export-templates">Creating UWP export templates</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_uwp.html#running-uwp-apps-with-visual-studio">Running UWP apps with Visual Studio</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_for_web.html">Compiling for the Web</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_web.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_web.html#building-export-templates">Building export templates</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_web.html#threads-and-gdnative">Threads and GDNative</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_for_web.html#building-the-editor">Building the Editor</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_with_mono.html">Compiling with Mono</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#requirements">Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#environment-variables">Environment variables</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#enable-the-mono-module">Enable the Mono module</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#generate-the-glue">Generate the glue</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#notes">Notes</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#rebuild-with-mono-glue">Rebuild with Mono glue</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#examples">Examples</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#example-windows">Example (Windows)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#example-x11">Example (X11)</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#data-directory">Data directory</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#export-templates">Export templates</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#editor">Editor</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#building-the-mono-runtime">Building the Mono runtime</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#targeting-android">Targeting Android</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#targeting-ios">Targeting iOS</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#targeting-webassembly">Targeting WebAssembly</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#base-class-library">Base Class Library</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#aot-cross-compilers">AOT cross-compilers</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_mono.html#command-line-options">Command-line options</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/optimizing_for_size.html">Optimizing a build for size</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#rationale">Rationale</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#stripping-binaries">Stripping binaries</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#optimizing-for-size-instead-of-speed">Optimizing for size instead of speed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#compiling-with-link-time-optimization">Compiling with link-time optimization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#disabling-3d">Disabling 3D</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#disabling-advanced-gui-objects">Disabling advanced GUI objects</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/optimizing_for_size.html#disabling-unwanted-modules">Disabling unwanted modules</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/compiling/compiling_with_script_encryption_key.html">Compiling with script encryption key</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_script_encryption_key.html#step-by-step">Step by step</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/compiling/compiling_with_script_encryption_key.html#troubleshooting">Troubleshooting</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../development/cpp/index.html">Engine development</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../development/cpp/index.html#setting-up-a-development-environment">Setting up a development environment</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/configuring_an_ide/index.html">Configuring an IDE</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/android_studio.html">Android Studio</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/clion.html">CLion</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/code_blocks.html">Code::Blocks</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/kdevelop.html">KDevelop</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/qt_creator.html">Qt Creator</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/visual_studio.html">Visual Studio</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/visual_studio_code.html">Visual Studio Code</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/configuring_an_ide/xcode.html">Xcode</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/cpp/index.html#getting-started-with-godot-s-source-code">Getting started with Godot's source code</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/introduction_to_godot_development.html">Introduction to Godot development</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/introduction_to_godot_development.html#architecture-diagram">Architecture diagram</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/introduction_to_godot_development.html#debugging-the-editor-with-gdb">Debugging the editor with gdb</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html">Common engine methods and macros</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#print-text">Print text</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#format-a-string">Format a string</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#convert-an-integer-or-float-to-a-string">Convert an integer or float to a string</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#internationalize-a-string">Internationalize a string</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#clamp-a-value">Clamp a value</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#microbenchmarking">Microbenchmarking</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#get-project-editor-settings">Get project/editor settings</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/common_engine_methods_and_macros.html#error-macros">Error macros</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/core_types.html">Core types</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#definitions">Definitions</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#memory-model">Memory model</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#allocating-memory">Allocating memory</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#containers">Containers</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#string">String</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#stringname">StringName</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#math-types">Math types</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#nodepath">NodePath</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/core_types.html#rid">RID</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/variant_class.html">Variant class</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/variant_class.html#about">About</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/variant_class.html#containers-dictionary-and-array">Containers: Dictionary and Array</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/object_class.html">Object class</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#general-definition">General definition</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#registering-an-object">Registering an Object</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#constants">Constants</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#properties-set-get">Properties (set/get)</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#binding-properties-using-set-get-get-property-list">Binding properties using <code class="docutils literal notranslate"><span class="pre">_set</span></code>/<code class="docutils literal notranslate"><span class="pre">_get</span></code>/<code class="docutils literal notranslate"><span class="pre">_get_property_list</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#dynamic-casting">Dynamic casting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#signals">Signals</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#notifications">Notifications</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#id2">References</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#resources">Resources:</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#resource-loading">Resource loading</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/object_class.html#resource-saving">Resource saving</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/inheritance_class_tree.html">Inheritance class tree</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/inheritance_class_tree.html#object">Object</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/inheritance_class_tree.html#reference">Reference</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/inheritance_class_tree.html#control">Control</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/inheritance_class_tree.html#node2d">Node2D</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/inheritance_class_tree.html#spatial">Spatial</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/cpp/index.html#extending-godot-by-modifying-its-source-code">Extending Godot by modifying its source code</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html">Custom modules in C++</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#modules">Modules</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#what-for">What for?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#creating-a-new-module">Creating a new module</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#using-the-module">Using the module</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#compiling-a-module-externally">Compiling a module externally</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#improving-the-build-system-for-development">Improving the build system for development</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#writing-custom-documentation">Writing custom documentation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#adding-custom-editor-icons">Adding custom editor icons</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_modules_in_cpp.html#summing-up">Summing up</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/binding_to_external_libraries.html">Binding to external libraries</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/binding_to_external_libraries.html#modules">Modules</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/binding_to_external_libraries.html#using-the-module">Using the module</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/custom_godot_servers.html">Custom Godot servers</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#what-for">What for?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#creating-a-godot-server">Creating a Godot server</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#custom-managed-resource-data">Custom managed resource data</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#registering-the-class-in-gdscript">Registering the class in GDScript</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#messagequeue">MessageQueue</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_godot_servers.html#summing-it-up">Summing it up</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html">Custom resource format loaders</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#what-for">What for?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#what-not">What not?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#creating-a-resourceformatloader">Creating a ResourceFormatLoader</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#creating-a-resourceformatsaver">Creating a ResourceFormatSaver</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#creating-custom-data-types">Creating custom data types</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#registering-the-new-file-format">Registering the new file format</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_resource_format_loaders.html#loading-it-on-gdscript">Loading it on GDScript</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/custom_audiostreams.html">Custom AudioStreams</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_audiostreams.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_audiostreams.html#what-for">What for?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_audiostreams.html#create-an-audiostream">Create an AudioStream</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/custom_audiostreams.html#create-an-audiostreamplayback">Create an AudioStreamPlayback</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/cpp/index.html#debugging-and-profiling">Debugging and profiling</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/macos_debug.html">Debugging on macOS</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/macos_debug.html#debugging-godot-editor">Debugging Godot editor</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/macos_debug.html#debugging-exported-project">Debugging exported project</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/cpp/using_cpp_profilers.html">Using C++ profilers</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/using_cpp_profilers.html#recommended-profilers">Recommended profilers</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/using_cpp_profilers.html#setting-up-godot">Setting up Godot</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/using_cpp_profilers.html#benchmarking-startup-shutdown-times">Benchmarking startup/shutdown times</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/cpp/using_cpp_profilers.html#profiler-specific-instructions">Profiler-specific instructions</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../development/editor/index.html">Editor development</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../development/editor/introduction_to_editor_development.html">Introduction to editor development</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/introduction_to_editor_development.html#technical-choices">Technical choices</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/introduction_to_editor_development.html#directory-structure">Directory structure</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/introduction_to_editor_development.html#editor-dependencies-in-scene-files">Editor dependencies in <code class="docutils literal notranslate"><span class="pre">scene/</span></code> files</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/introduction_to_editor_development.html#development-tips">Development tips</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/editor/creating_icons.html">Editor icons</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/creating_icons.html#creating-icons">Creating icons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/creating_icons.html#color-conversion-for-light-editor-themes">Color conversion for light editor themes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/creating_icons.html#icon-optimization">Icon optimization</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/creating_icons.html#integrating-and-sharing-the-icons">Integrating and sharing the icons</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/creating_icons.html#troubleshooting">Troubleshooting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/creating_icons.html#references">References</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../development/editor/editor_style_guide.html">Editor style guide</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/editor_style_guide.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/editor_style_guide.html#writing-style">Writing style</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/editor_style_guide.html#button-and-menu-texts">Button and menu texts</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/editor_style_guide.html#inspector-sections">Inspector sections</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/editor_style_guide.html#inspector-performance-hints">Inspector performance hints</a></li>
<li class="toctree-l3"><a class="reference internal" href="../development/editor/editor_style_guide.html#tooltips">Tooltips</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../development/file_formats/index.html">Godot file formats</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../development/file_formats/gdscript_grammar.html">GDScript grammar</a></li>
<li class="toctree-l2"><a class="reference internal" href="../development/file_formats/tscn.html">TSCN file format</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../development/file_formats/tscn.html#file-structure">File structure</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#entries-inside-the-file">Entries inside the file</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/file_formats/tscn.html#the-scene-tree">The scene tree</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#nodepath">NodePath</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#skeleton">Skeleton</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#boneattachment">BoneAttachment</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#animationplayer">AnimationPlayer</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../development/file_formats/tscn.html#resources">Resources</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#external-resources">External resources</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#internal-resources">Internal resources</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#arraymesh">ArrayMesh</a></li>
<li class="toctree-l4"><a class="reference internal" href="../development/file_formats/tscn.html#animation">Animation</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p class="caption" role="heading"><span class="caption-text">Community</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../community/contributing/index.html">Contributing</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../community/contributing/index.html#getting-started">Getting started</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/ways_to_contribute.html">Ways to contribute</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/ways_to_contribute.html#contributing-code">Contributing code</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/ways_to_contribute.html#testing-and-reporting-issues">Testing and reporting issues</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/ways_to_contribute.html#contributing-to-the-documentation">Contributing to the documentation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/ways_to_contribute.html#contributing-translations">Contributing translations</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../community/contributing/index.html#contributing-to-the-engine">Contributing to the engine</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/best_practices_for_engine_contributors.html">Best practices for engine contributors</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/best_practices_for_engine_contributors.html#introduction">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/best_practices_for_engine_contributors.html#language">Language</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/best_practices_for_engine_contributors.html#best-practices">Best Practices</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/pr_workflow.html">Pull request workflow</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#git-source-repository">Git source repository</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#forking-and-cloning">Forking and cloning</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#branching">Branching</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#updating-your-branch">Updating your branch</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#making-changes">Making changes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#pushing-changes-to-a-remote">Pushing changes to a remote</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#issuing-a-pull-request">Issuing a pull request</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#modifying-a-pull-request">Modifying a pull request</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#the-interactive-rebase">The interactive rebase</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#rebasing-onto-another-branch">Rebasing onto another branch</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/pr_workflow.html#deleting-a-git-branch">Deleting a Git branch</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/testing_pull_requests.html">Testing pull requests</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/testing_pull_requests.html#downloading-a-compiled-build">Downloading a compiled build</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/testing_pull_requests.html#compiling-a-pull-request-branch-from-source">Compiling a pull request branch from source</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/bisecting_regressions.html">Bisecting regressions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/bisecting_regressions.html#what-is-bisecting">What is bisecting?</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/bisecting_regressions.html#using-official-builds-to-speed-up-bisecting">Using official builds to speed up bisecting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/bisecting_regressions.html#the-git-bisect-command">The Git bisect command</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/bug_triage_guidelines.html">Bug triage guidelines</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/bug_triage_guidelines.html#issues-management">Issues management</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/code_style_guidelines.html">Code style guidelines</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/code_style_guidelines.html#c-and-objective-c">C++ and Objective-C</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/code_style_guidelines.html#java">Java</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/code_style_guidelines.html#python">Python</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/code_style_guidelines.html#comment-style-guide">Comment style guide</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/cpp_usage_guidelines.html">C++ usage guidelines</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/cpp_usage_guidelines.html#rationale">Rationale</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/cpp_usage_guidelines.html#disallowed-features">Disallowed features</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../community/contributing/index.html#writing-documentation">Writing documentation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/index.html#guidelines">Guidelines</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/content_guidelines.html">Content guidelines</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/docs_writing_guidelines.html">Docs writing guidelines</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/documentation_guidelines.html">Documentation guidelines</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/index.html#writing-the-manual">Writing the manual</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/contributing_to_the_documentation.html">Contributing to the documentation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/building_the_manual.html">Building the manual with Sphinx</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/index.html#class-reference-guides">Class reference guides</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/updating_the_class_reference.html">Contributing to the class reference</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/class_reference_writing_guidelines.html">Class reference writing guidelines</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/contributing/index.html#translating-the-documentation">Translating the documentation</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/contributing/editor_and_docs_localization.html">Editor and docs localization</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../community/asset_library/index.html">Asset Library</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../community/asset_library/what_is_assetlib.html">About the Asset Library</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/what_is_assetlib.html#types-of-assets">Types of assets</a></li>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/what_is_assetlib.html#frequently-asked-questions">Frequently asked questions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/what_is_assetlib.html#can-paid-assets-be-uploaded-to-the-asset-library">Can paid assets be uploaded to the asset library?</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../community/asset_library/using_assetlib.html">Using the Asset Library</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/using_assetlib.html#on-the-website">On the website</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/using_assetlib.html#overview">Overview</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/using_assetlib.html#searching">Searching</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/using_assetlib.html#breakdown-of-an-asset">Breakdown of an asset</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/using_assetlib.html#registering-and-logging-in">Registering and logging in</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/using_assetlib.html#in-the-editor">In the editor</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../community/asset_library/submitting_to_assetlib.html">Submitting to the Asset Library</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/submitting_to_assetlib.html#introduction">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/submitting_to_assetlib.html#submission-guidelines">Submission guidelines</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/submitting_to_assetlib.html#requirements">Requirements</a></li>
<li class="toctree-l4"><a class="reference internal" href="../community/asset_library/submitting_to_assetlib.html#recommendations">Recommendations</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../community/asset_library/submitting_to_assetlib.html#submitting">Submitting</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../community/channels.html">Community channels</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#q-a">Q&amp;A</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#rocket-chat">Rocket.Chat</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#irc-on-libera-chat">IRC on Libera.Chat</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#other-chats">Other chats</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#language-based-communities">Language-based communities</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#social-networks">Social networks</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/channels.html#forum">Forum</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="../community/tutorials.html">Tutorials and resources</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../community/tutorials.html#where-to-start">Where to start</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/tutorials.html#video-tutorials">Video tutorials</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/tutorials.html#text-tutorials">Text tutorials</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/tutorials.html#devlogs">Devlogs</a></li>
<li class="toctree-l2"><a class="reference internal" href="../community/tutorials.html#resources">Resources</a></li>
</ul>
</li>
</ul>
<p class="caption" role="heading"><span class="caption-text">Class reference</span></p>
<ul class="current">
<li class="toctree-l1"><a class="reference internal" href="index.html">All classes</a></li>
<li class="toctree-l1"><a class="reference internal" href="index.html#globals">Globals</a><ul>
<li class="toctree-l2"><a class="reference internal" href="class_%40gdscript.html">&#64;GDScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_%40gdscript.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40gdscript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40gdscript.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40gdscript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_%40globalscope.html">&#64;GlobalScope</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_%40globalscope.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40globalscope.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40globalscope.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40globalscope.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_%40globalscope.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="index.html#nodes">Nodes</a><ul>
<li class="toctree-l2"><a class="reference internal" href="class_node.html">Node</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_acceptdialog.html">AcceptDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_acceptdialog.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_acceptdialog.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_acceptdialog.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_acceptdialog.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_acceptdialog.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_acceptdialog.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animatedsprite.html">AnimatedSprite</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animatedsprite3d.html">AnimatedSprite3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedsprite3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationplayer.html">AnimationPlayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationplayer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationtree.html">AnimationTree</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtree.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationtreeplayer.html">AnimationTreePlayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationtreeplayer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_area.html">Area</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_area2d.html">Area2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_area2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvranchor.html">ARVRAnchor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvranchor.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvranchor.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvranchor.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvranchor.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvranchor.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvranchor.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrcamera.html">ARVRCamera</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcamera.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcamera.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrcontroller.html">ARVRController</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrcontroller.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrorigin.html">ARVROrigin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrorigin.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrorigin.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrorigin.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrorigin.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_aspectratiocontainer.html">AspectRatioContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_aspectratiocontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aspectratiocontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aspectratiocontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aspectratiocontainer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aspectratiocontainer.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamplayer.html">AudioStreamPlayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamplayer2d.html">AudioStreamPlayer2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamplayer3d.html">AudioStreamPlayer3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayer3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_backbuffercopy.html">BackBufferCopy</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_backbuffercopy.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_backbuffercopy.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_backbuffercopy.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_backbuffercopy.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_bakedlightmap.html">BakedLightmap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmap.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_basebutton.html">BaseButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basebutton.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_bone2d.html">Bone2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_bone2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bone2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bone2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bone2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bone2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_boneattachment.html">BoneAttachment</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_boneattachment.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boneattachment.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boneattachment.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_boxcontainer.html">BoxContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxcontainer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_button.html">Button</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_button.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_camera.html">Camera</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_camera2d.html">Camera2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camera2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_canvasitem.html">CanvasItem</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitem.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_canvaslayer.html">CanvasLayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvaslayer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_canvasmodulate.html">CanvasModulate</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_canvasmodulate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasmodulate.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasmodulate.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_centercontainer.html">CenterContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_centercontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_centercontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_centercontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_centercontainer.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_checkbox.html">CheckBox</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_checkbox.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_checkbox.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_checkbox.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_checkbox.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_checkbutton.html">CheckButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_checkbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_checkbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_checkbutton.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_checkbutton.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_clippedcamera.html">ClippedCamera</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_clippedcamera.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_clippedcamera.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_clippedcamera.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_clippedcamera.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_clippedcamera.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_clippedcamera.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_collisionobject.html">CollisionObject</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_collisionobject2d.html">CollisionObject2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionobject2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_collisionpolygon.html">CollisionPolygon</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_collisionpolygon2d.html">CollisionPolygon2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionpolygon2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_collisionshape.html">CollisionShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_collisionshape2d.html">CollisionShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_collisionshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_colorpicker.html">ColorPicker</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpicker.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_colorpickerbutton.html">ColorPickerButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorpickerbutton.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_colorrect.html">ColorRect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_colorrect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorrect.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorrect.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_colorrect.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_conetwistjoint.html">ConeTwistJoint</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_conetwistjoint.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_conetwistjoint.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_conetwistjoint.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_conetwistjoint.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_conetwistjoint.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_conetwistjoint.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_confirmationdialog.html">ConfirmationDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_confirmationdialog.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_confirmationdialog.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_confirmationdialog.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_confirmationdialog.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_container.html">Container</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_container.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_container.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_container.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_container.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_container.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_container.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_control.html">Control</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_control.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cpuparticles.html">CPUParticles</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cpuparticles2d.html">CPUParticles2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cpuparticles2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgbox.html">CSGBox</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgbox.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgbox.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgbox.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgbox.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgcombiner.html">CSGCombiner</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgcombiner.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgcombiner.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgcylinder.html">CSGCylinder</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgcylinder.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgcylinder.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgcylinder.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgcylinder.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgmesh.html">CSGMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgmesh.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgmesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgpolygon.html">CSGPolygon</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgpolygon.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgpolygon.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgpolygon.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgpolygon.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgpolygon.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgprimitive.html">CSGPrimitive</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgprimitive.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgprimitive.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgprimitive.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgprimitive.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgshape.html">CSGShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgshape.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgsphere.html">CSGSphere</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgsphere.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgsphere.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgsphere.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgsphere.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csgtorus.html">CSGTorus</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csgtorus.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgtorus.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgtorus.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csgtorus.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cullinstance.html">CullInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cullinstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cullinstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cullinstance.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cullinstance.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_dampedspringjoint2d.html">DampedSpringJoint2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_dampedspringjoint2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dampedspringjoint2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dampedspringjoint2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_directionallight.html">DirectionalLight</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_directionallight.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directionallight.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directionallight.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directionallight.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directionallight.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorfiledialog.html">EditorFileDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorfiledialog.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfiledialog.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfiledialog.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfiledialog.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfiledialog.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfiledialog.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorfilesystem.html">EditorFileSystem</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystem.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystem.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystem.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystem.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorinspector.html">EditorInspector</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspector.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspector.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspector.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspector.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspector.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorinterface.html">EditorInterface</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorinterface.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinterface.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinterface.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinterface.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinterface.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorplugin.html">EditorPlugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorplugin.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorplugin.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorplugin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorplugin.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorplugin.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorplugin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorproperty.html">EditorProperty</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorproperty.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorproperty.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorproperty.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorproperty.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorproperty.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorproperty.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorresourcepicker.html">EditorResourcePicker</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepicker.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepicker.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepicker.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepicker.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepicker.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepicker.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorresourcepreview.html">EditorResourcePreview</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreview.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreview.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreview.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreview.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorscriptpicker.html">EditorScriptPicker</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorscriptpicker.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscriptpicker.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscriptpicker.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorspinslider.html">EditorSpinSlider</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorspinslider.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspinslider.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspinslider.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_filedialog.html">FileDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filedialog.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_filesystemdock.html">FileSystemDock</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_filesystemdock.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filesystemdock.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_filesystemdock.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_flowcontainer.html">FlowContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_flowcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_flowcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_flowcontainer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_flowcontainer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_flowcontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_flowcontainer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_generic6dofjoint.html">Generic6DOFJoint</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_generic6dofjoint.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_generic6dofjoint.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_generic6dofjoint.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_generic6dofjoint.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_generic6dofjoint.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_generic6dofjoint.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_geometryinstance.html">GeometryInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_geometryinstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometryinstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometryinstance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometryinstance.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometryinstance.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometryinstance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_giprobe.html">GIProbe</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobe.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_graphedit.html">GraphEdit</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphedit.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_graphnode.html">GraphNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_graphnode.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gridcontainer.html">GridContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gridcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridcontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gridmap.html">GridMap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gridmap.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_groovejoint2d.html">GrooveJoint2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_groovejoint2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_groovejoint2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_groovejoint2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hboxcontainer.html">HBoxContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hboxcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hboxcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hboxcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hboxcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hflowcontainer.html">HFlowContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hflowcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hflowcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hflowcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hingejoint.html">HingeJoint</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hingejoint.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hingejoint.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hingejoint.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hingejoint.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hingejoint.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hingejoint.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hscrollbar.html">HScrollBar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hscrollbar.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hscrollbar.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hscrollbar.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hseparator.html">HSeparator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hseparator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hseparator.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hseparator.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hslider.html">HSlider</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hslider.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hslider.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hslider.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hsplitcontainer.html">HSplitContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hsplitcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hsplitcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hsplitcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hsplitcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_httprequest.html">HTTPRequest</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httprequest.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_immediategeometry.html">ImmediateGeometry</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_immediategeometry.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_immediategeometry.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_immediategeometry.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_instanceplaceholder.html">InstancePlaceholder</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_instanceplaceholder.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_instanceplaceholder.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_instanceplaceholder.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_interpolatedcamera.html">InterpolatedCamera</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_interpolatedcamera.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_interpolatedcamera.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_interpolatedcamera.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_interpolatedcamera.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_interpolatedcamera.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_interpolatedcamera.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_itemlist.html">ItemList</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_itemlist.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_joint.html">Joint</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_joint.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_joint.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_joint.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_joint.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_joint2d.html">Joint2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_joint2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_joint2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_joint2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_kinematicbody.html">KinematicBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_kinematicbody2d.html">KinematicBody2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematicbody2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_label.html">Label</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_label3d.html">Label3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_label3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label3d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label3d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_label3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_light.html">Light</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_light2d.html">Light2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_light2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_light2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_lightoccluder2d.html">LightOccluder2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_lightoccluder2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lightoccluder2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lightoccluder2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lightoccluder2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_line2d.html">Line2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_line2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_lineedit.html">LineEdit</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineedit.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_linkbutton.html">LinkButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_linkbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_linkbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_linkbutton.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_linkbutton.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_linkbutton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_linkbutton.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_listener.html">Listener</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_listener.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_listener.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_listener.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_listener2d.html">Listener2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_listener2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_listener2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_listener2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_lod.html">LOD</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_lod.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lod.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lod.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_margincontainer.html">MarginContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_margincontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_margincontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_margincontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_margincontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_menubutton.html">MenuButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_menubutton.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_mergegroup.html">MergeGroup</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_mergegroup.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mergegroup.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mergegroup.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mergegroup.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mergegroup.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mergegroup.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_meshinstance.html">MeshInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_meshinstance2d.html">MeshInstance2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshinstance2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_multimeshinstance.html">MultiMeshInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_multimeshinstance2d.html">MultiMeshInstance2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimeshinstance2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigation.html">Navigation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigation2d.html">Navigation2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationagent.html">NavigationAgent</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationagent2d.html">NavigationAgent2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationagent2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationmeshinstance.html">NavigationMeshInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshinstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshinstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshinstance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshinstance.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshinstance.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshinstance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationobstacle.html">NavigationObstacle</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationobstacle2d.html">NavigationObstacle2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationobstacle2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationpolygoninstance.html">NavigationPolygonInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygoninstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygoninstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygoninstance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygoninstance.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygoninstance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_ninepatchrect.html">NinePatchRect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ninepatchrect.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_node2d.html">Node2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_node2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_occluder.html">Occluder</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_occluder.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluder.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluder.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluder.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluder.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_omnilight.html">OmniLight</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_omnilight.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_omnilight.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_omnilight.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_omnilight.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_omnilight.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_optionbutton.html">OptionButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_optionbutton.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_panel.html">Panel</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_panel.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panel.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panel.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panel.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_panelcontainer.html">PanelContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_panelcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panelcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panelcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panelcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_parallaxbackground.html">ParallaxBackground</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_parallaxbackground.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_parallaxbackground.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_parallaxbackground.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_parallaxlayer.html">ParallaxLayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_parallaxlayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_parallaxlayer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_parallaxlayer.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_particles.html">Particles</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_particles2d.html">Particles2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particles2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_path.html">Path</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_path.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_path.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_path.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_path.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_path2d.html">Path2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_path2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_path2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_path2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pathfollow.html">PathFollow</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pathfollow2d.html">PathFollow2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pathfollow2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicalbone.html">PhysicalBone</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicalbone.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicalbone.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicalbone.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicalbone.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicalbone.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicalbone.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsbody.html">PhysicsBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsbody2d.html">PhysicsBody2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsbody2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pinjoint.html">PinJoint</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pinjoint2d.html">PinJoint2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pinjoint2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_polygon2d.html">Polygon2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_polygon2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_polygon2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_polygon2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_polygon2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_polygon2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_popup.html">Popup</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popup.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_popupdialog.html">PopupDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_popupdialog.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupdialog.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupdialog.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_popupmenu.html">PopupMenu</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popupmenu.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_popuppanel.html">PopupPanel</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_popuppanel.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popuppanel.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_popuppanel.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_portal.html">Portal</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_portal.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_portal.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_portal.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_portal.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_portal.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_position2d.html">Position2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_position2d.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_position3d.html">Position3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_position3d.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_progressbar.html">ProgressBar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_progressbar.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_progressbar.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_progressbar.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_progressbar.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_progressbar.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_proximitygroup.html">ProximityGroup</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proximitygroup.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_range.html">Range</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_range.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_range.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_range.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_range.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_range.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_range.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_raycast.html">RayCast</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_raycast.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_raycast2d.html">RayCast2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_raycast2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_raycast2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_referencerect.html">ReferenceRect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_referencerect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_referencerect.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_referencerect.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_reflectionprobe.html">ReflectionProbe</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_reflectionprobe.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reflectionprobe.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reflectionprobe.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reflectionprobe.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reflectionprobe.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_remotetransform.html">RemoteTransform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_remotetransform2d.html">RemoteTransform2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_remotetransform2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourcepreloader.html">ResourcePreloader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourcepreloader.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourcepreloader.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourcepreloader.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_richtextlabel.html">RichTextLabel</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtextlabel.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rigidbody.html">RigidBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rigidbody2d.html">RigidBody2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rigidbody2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_room.html">Room</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_room.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_room.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_room.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_room.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_room.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_roomgroup.html">RoomGroup</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_roomgroup.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roomgroup.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roomgroup.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_roommanager.html">RoomManager</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_roommanager.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roommanager.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roommanager.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roommanager.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roommanager.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_roommanager.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rootmotionview.html">RootMotionView</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rootmotionview.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rootmotionview.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rootmotionview.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rootmotionview.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scriptcreatedialog.html">ScriptCreateDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scriptcreatedialog.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scriptcreatedialog.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scriptcreatedialog.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scriptcreatedialog.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scriptcreatedialog.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scripteditor.html">ScriptEditor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scripteditor.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scripteditor.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scripteditor.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scripteditor.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scrollbar.html">ScrollBar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scrollbar.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollbar.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollbar.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollbar.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scrollcontainer.html">ScrollContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scrollcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_separator.html">Separator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_separator.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shapecast.html">ShapeCast</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shapecast2d.html">ShapeCast2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shapecast2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_skeleton.html">Skeleton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_skeleton2d.html">Skeleton2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeleton2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_skeletonik.html">SkeletonIK</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_skeletonik.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeletonik.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeletonik.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeletonik.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeletonik.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skeletonik.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_slider.html">Slider</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_slider.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_slider.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_slider.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_slider.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_sliderjoint.html">SliderJoint</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_sliderjoint.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sliderjoint.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sliderjoint.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sliderjoint.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sliderjoint.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sliderjoint.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_softbody.html">SoftBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_softbody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_softbody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_softbody.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_softbody.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_softbody.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_softbody.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spatial.html">Spatial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatial.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spinbox.html">SpinBox</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spinbox.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_splitcontainer.html">SplitContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_splitcontainer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spotlight.html">SpotLight</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spotlight.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spotlight.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spotlight.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spotlight.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_springarm.html">SpringArm</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_springarm.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_springarm.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_springarm.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_springarm.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_springarm.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_sprite.html">Sprite</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_sprite3d.html">Sprite3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_sprite3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite3d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sprite3d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spritebase3d.html">SpriteBase3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spritebase3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spritebase3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spritebase3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spritebase3d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spritebase3d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spritebase3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_staticbody.html">StaticBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_staticbody2d.html">StaticBody2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_staticbody2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tabcontainer.html">TabContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tabs.html">Tabs</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tabs.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_textedit.html">TextEdit</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textedit.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_texturebutton.html">TextureButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_texturebutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturebutton.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturebutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturebutton.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturebutton.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_textureprogress.html">TextureProgress</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_textureprogress.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textureprogress.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textureprogress.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textureprogress.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textureprogress.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textureprogress.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_texturerect.html">TextureRect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_texturerect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturerect.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturerect.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturerect.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturerect.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tilemap.html">TileMap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tilemap.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_timer.html">Timer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_timer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_toolbutton.html">ToolButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_toolbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_toolbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_toolbutton.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_toolbutton.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_touchscreenbutton.html">TouchScreenButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_touchscreenbutton.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tree.html">Tree</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tree.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tween.html">Tween</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tween.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vboxcontainer.html">VBoxContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vboxcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vboxcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vboxcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vboxcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vehiclebody.html">VehicleBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclebody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclebody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclebody.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclebody.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vehiclewheel.html">VehicleWheel</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclewheel.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclewheel.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclewheel.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclewheel.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclewheel.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vehiclewheel.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vflowcontainer.html">VFlowContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vflowcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vflowcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vflowcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_videoplayer.html">VideoPlayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_videoplayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videoplayer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videoplayer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videoplayer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videoplayer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videoplayer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_viewport.html">Viewport</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewport.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_viewportcontainer.html">ViewportContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_viewportcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewportcontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewportcontainer.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visibilityenabler.html">VisibilityEnabler</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visibilityenabler2d.html">VisibilityEnabler2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilityenabler2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visibilitynotifier.html">VisibilityNotifier</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visibilitynotifier2d.html">VisibilityNotifier2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visibilitynotifier2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualinstance.html">VisualInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualinstance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualinstance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualinstance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualinstance.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualinstance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vscrollbar.html">VScrollBar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vscrollbar.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vscrollbar.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vscrollbar.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vscrollbar.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vseparator.html">VSeparator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vseparator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vseparator.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vseparator.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vslider.html">VSlider</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vslider.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vslider.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vslider.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vslider.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vsplitcontainer.html">VSplitContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vsplitcontainer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vsplitcontainer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vsplitcontainer.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vsplitcontainer.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_windowdialog.html">WindowDialog</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#theme-properties">Theme Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#method-descriptions">Method Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_windowdialog.html#theme-property-descriptions">Theme Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_worldenvironment.html">WorldEnvironment</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_worldenvironment.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_worldenvironment.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_worldenvironment.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_worldenvironment.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_ysort.html">YSort</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_ysort.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ysort.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ysort.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="index.html#resources">Resources</a><ul>
<li class="toctree-l2"><a class="reference internal" href="class_resource.html">Resource</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animatedtexture.html">AnimatedTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animatedtexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedtexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedtexture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedtexture.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedtexture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animatedtexture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animation.html">Animation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animation.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnode.html">AnimationNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnode.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeadd2.html">AnimationNodeAdd2</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd2.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd2.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd2.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd2.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeadd3.html">AnimationNodeAdd3</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd3.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd3.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd3.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeadd3.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeanimation.html">AnimationNodeAnimation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeanimation.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeanimation.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeanimation.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeanimation.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeblend2.html">AnimationNodeBlend2</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend2.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend2.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend2.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend2.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeblend3.html">AnimationNodeBlend3</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend3.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend3.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend3.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblend3.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeblendspace1d.html">AnimationNodeBlendSpace1D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace1d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace1d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace1d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace1d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace1d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace1d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeblendspace2d.html">AnimationNodeBlendSpace2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendspace2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeblendtree.html">AnimationNodeBlendTree</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeblendtree.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeoneshot.html">AnimationNodeOneShot</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeoneshot.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeoneshot.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeoneshot.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeoneshot.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeoneshot.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodeoutput.html">AnimationNodeOutput</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodeoutput.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodestatemachine.html">AnimationNodeStateMachine</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachine.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachine.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachine.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachine.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodestatemachineplayback.html">AnimationNodeStateMachinePlayback</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachineplayback.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachineplayback.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachineplayback.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachineplayback.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachineplayback.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodestatemachinetransition.html">AnimationNodeStateMachineTransition</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachinetransition.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachinetransition.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachinetransition.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachinetransition.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodestatemachinetransition.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodetimescale.html">AnimationNodeTimeScale</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetimescale.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetimescale.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodetimeseek.html">AnimationNodeTimeSeek</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetimeseek.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetimeseek.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationnodetransition.html">AnimationNodeTransition</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetransition.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetransition.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetransition.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetransition.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetransition.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_animationnodetransition.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationrootnode.html">AnimationRootNode</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_arraymesh.html">ArrayMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arraymesh.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_atlastexture.html">AtlasTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_atlastexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_atlastexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_atlastexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiobuslayout.html">AudioBusLayout</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiobuslayout.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffect.html">AudioEffect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffect.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectamplify.html">AudioEffectAmplify</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectamplify.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectamplify.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectamplify.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectbandlimitfilter.html">AudioEffectBandLimitFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectbandlimitfilter.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectbandpassfilter.html">AudioEffectBandPassFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectbandpassfilter.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectcapture.html">AudioEffectCapture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcapture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcapture.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcapture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcapture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcapture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcapture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectchorus.html">AudioEffectChorus</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectchorus.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectchorus.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectchorus.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectchorus.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectchorus.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectcompressor.html">AudioEffectCompressor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcompressor.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcompressor.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectcompressor.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectdelay.html">AudioEffectDelay</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdelay.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdelay.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdelay.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectdistortion.html">AudioEffectDistortion</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdistortion.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdistortion.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdistortion.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdistortion.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectdistortion.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffecteq.html">AudioEffectEQ</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecteq.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecteq.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecteq.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffecteq10.html">AudioEffectEQ10</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecteq10.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffecteq21.html">AudioEffectEQ21</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecteq21.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffecteq6.html">AudioEffectEQ6</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecteq6.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectfilter.html">AudioEffectFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectfilter.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectfilter.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectfilter.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectfilter.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectfilter.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffecthighpassfilter.html">AudioEffectHighPassFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecthighpassfilter.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffecthighshelffilter.html">AudioEffectHighShelfFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffecthighshelffilter.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectlimiter.html">AudioEffectLimiter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectlimiter.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectlimiter.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectlimiter.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectlowpassfilter.html">AudioEffectLowPassFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectlowpassfilter.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectlowshelffilter.html">AudioEffectLowShelfFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectlowshelffilter.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectnotchfilter.html">AudioEffectNotchFilter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectnotchfilter.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectpanner.html">AudioEffectPanner</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpanner.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpanner.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpanner.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectphaser.html">AudioEffectPhaser</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectphaser.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectphaser.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectphaser.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectpitchshift.html">AudioEffectPitchShift</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpitchshift.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpitchshift.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpitchshift.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectpitchshift.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectrecord.html">AudioEffectRecord</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectrecord.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectrecord.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectrecord.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectrecord.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectrecord.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectrecord.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectreverb.html">AudioEffectReverb</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectreverb.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectreverb.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectreverb.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectreverb.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectspectrumanalyzer.html">AudioEffectSpectrumAnalyzer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzer.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectstereoenhance.html">AudioEffectStereoEnhance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectstereoenhance.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectstereoenhance.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostream.html">AudioStream</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostream.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostream.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostream.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostream.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamgenerator.html">AudioStreamGenerator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgenerator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgenerator.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgenerator.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgenerator.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreammicrophone.html">AudioStreamMicrophone</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreammicrophone.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreammicrophone.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreammp3.html">AudioStreamMP3</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreammp3.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreammp3.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreammp3.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamoggvorbis.html">AudioStreamOGGVorbis</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamoggvorbis.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamoggvorbis.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamoggvorbis.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamrandompitch.html">AudioStreamRandomPitch</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamrandompitch.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamrandompitch.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamrandompitch.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamsample.html">AudioStreamSample</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamsample.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamsample.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamsample.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamsample.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamsample.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamsample.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_bakedlightmapdata.html">BakedLightmapData</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmapdata.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmapdata.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmapdata.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bakedlightmapdata.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_bitmap.html">BitMap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_bitmap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bitmap.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bitmap.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_bitmapfont.html">BitmapFont</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_bitmapfont.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bitmapfont.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bitmapfont.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bitmapfont.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bitmapfont.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_boxshape.html">BoxShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_boxshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_boxshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_buttongroup.html">ButtonGroup</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_buttongroup.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_buttongroup.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_buttongroup.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_buttongroup.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_buttongroup.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cameratexture.html">CameraTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cameratexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cameratexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cameratexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_canvasitemmaterial.html">CanvasItemMaterial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitemmaterial.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitemmaterial.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitemmaterial.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_canvasitemmaterial.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_capsulemesh.html">CapsuleMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_capsulemesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsulemesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsulemesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_capsuleshape.html">CapsuleShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_capsuleshape2d.html">CapsuleShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_capsuleshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_circleshape2d.html">CircleShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_circleshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_circleshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_circleshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_concavepolygonshape.html">ConcavePolygonShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_concavepolygonshape2d.html">ConcavePolygonShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_concavepolygonshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_convexpolygonshape.html">ConvexPolygonShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_convexpolygonshape2d.html">ConvexPolygonShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_convexpolygonshape2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cryptokey.html">CryptoKey</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cryptokey.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cryptokey.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cryptokey.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_csharpscript.html">CSharpScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_csharpscript.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csharpscript.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csharpscript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_csharpscript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cubemap.html">CubeMap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cubemap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemap.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemap.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemap.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemap.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemap.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cubemesh.html">CubeMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cubemesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cubemesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_curve.html">Curve</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_curve2d.html">Curve2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_curve2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_curve3d.html">Curve3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_curve3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve3d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curve3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_curvetexture.html">CurveTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_curvetexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curvetexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_curvetexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cylindermesh.html">CylinderMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cylindermesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cylindermesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cylindermesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cylindershape.html">CylinderShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cylindershape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cylindershape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cylindershape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cylindershape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_dynamicfont.html">DynamicFont</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfont.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_dynamicfontdata.html">DynamicFontData</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfontdata.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfontdata.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfontdata.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfontdata.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dynamicfontdata.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorsettings.html">EditorSettings</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsettings.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorspatialgizmoplugin.html">EditorSpatialGizmoPlugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmoplugin.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmoplugin.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmoplugin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmoplugin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_environment.html">Environment</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_environment.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_externaltexture.html">ExternalTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_externaltexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_externaltexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_externaltexture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_externaltexture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_externaltexture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_font.html">Font</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_font.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_font.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_font.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_font.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gdnativelibrary.html">GDNativeLibrary</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gdnativelibrary.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnativelibrary.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnativelibrary.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnativelibrary.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnativelibrary.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnativelibrary.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gdscript.html">GDScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gdscript.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdscript.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdscript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdscript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_giprobedata.html">GIProbeData</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_giprobedata.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobedata.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_giprobedata.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfaccessor.html">GLTFAccessor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfaccessor.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfaccessor.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfaccessor.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfanimation.html">GLTFAnimation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfanimation.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfanimation.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfanimation.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfbufferview.html">GLTFBufferView</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfbufferview.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfbufferview.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfbufferview.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfcamera.html">GLTFCamera</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcamera.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcamera.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcamera.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcamera.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcamera.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcamera.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfcollider.html">GLTFCollider</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcollider.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcollider.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcollider.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcollider.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcollider.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfcollider.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfdocument.html">GLTFDocument</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfdocument.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfdocument.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfdocument.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfdocumentextension.html">GLTFDocumentExtension</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfdocumentextension.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfdocumentextension.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfdocumentextension.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltflight.html">GLTFLight</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltflight.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltflight.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltflight.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltflight.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltflight.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltflight.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfmesh.html">GLTFMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfmesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfnode.html">GLTFNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfnode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfnode.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfnode.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfnode.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfnode.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfnode.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfphysicsbody.html">GLTFPhysicsBody</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfphysicsbody.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfphysicsbody.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfphysicsbody.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfphysicsbody.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfphysicsbody.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfphysicsbody.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfskeleton.html">GLTFSkeleton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskeleton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskeleton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskeleton.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskeleton.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskeleton.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfskin.html">GLTFSkin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskin.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskin.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfskin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfspecgloss.html">GLTFSpecGloss</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfspecgloss.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfspecgloss.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfspecgloss.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfspecgloss.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltfstate.html">GLTFState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltfstate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfstate.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfstate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfstate.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltfstate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltftexture.html">GLTFTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltftexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltftexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltftexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gltftexturesampler.html">GLTFTextureSampler</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gltftexturesampler.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltftexturesampler.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gltftexturesampler.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gradient.html">Gradient</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gradient.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradient.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradient.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradient.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradient.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradient.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gradienttexture.html">GradientTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gradienttexture2d.html">GradientTexture2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gradienttexture2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_heightmapshape.html">HeightMapShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_heightmapshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_heightmapshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_heightmapshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_image.html">Image</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_image.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_imagetexture.html">ImageTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_imagetexture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputevent.html">InputEvent</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputevent.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputevent.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputevent.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputevent.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputevent.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputevent.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventaction.html">InputEventAction</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventaction.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventaction.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventaction.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventaction.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventgesture.html">InputEventGesture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventgesture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventgesture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventjoypadbutton.html">InputEventJoypadButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadbutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadbutton.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadbutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadbutton.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventjoypadmotion.html">InputEventJoypadMotion</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadmotion.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadmotion.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadmotion.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventjoypadmotion.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventkey.html">InputEventKey</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventkey.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventkey.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventkey.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventkey.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventkey.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventkey.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventmagnifygesture.html">InputEventMagnifyGesture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmagnifygesture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmagnifygesture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmagnifygesture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventmidi.html">InputEventMIDI</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmidi.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmidi.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmidi.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmidi.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventmouse.html">InputEventMouse</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmouse.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmouse.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmouse.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmouse.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventmousebutton.html">InputEventMouseButton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousebutton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousebutton.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousebutton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousebutton.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventmousemotion.html">InputEventMouseMotion</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousemotion.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousemotion.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousemotion.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventmousemotion.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventpangesture.html">InputEventPanGesture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventpangesture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventpangesture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventpangesture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventscreendrag.html">InputEventScreenDrag</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreendrag.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreendrag.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreendrag.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreendrag.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventscreentouch.html">InputEventScreenTouch</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreentouch.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreentouch.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreentouch.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventscreentouch.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputeventwithmodifiers.html">InputEventWithModifiers</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventwithmodifiers.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventwithmodifiers.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventwithmodifiers.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputeventwithmodifiers.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_largetexture.html">LargeTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_largetexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_largetexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_largetexture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_largetexture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_lineshape2d.html">LineShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_lineshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_lineshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_material.html">Material</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_material.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_material3d.html">Material3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_material3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material3d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material3d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_material3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_mesh.html">Mesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mesh.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_meshlibrary.html">MeshLibrary</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_meshlibrary.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshlibrary.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshlibrary.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshlibrary.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_meshtexture.html">MeshTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_meshtexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshtexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshtexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_multimesh.html">MultiMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multimesh.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_nativescript.html">NativeScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_nativescript.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_nativescript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_nativescript.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_nativescript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationmesh.html">NavigationMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmesh.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationpolygon.html">NavigationPolygon</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygon.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygon.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygon.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationpolygon.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_noisetexture.html">NoiseTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_noisetexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_noisetexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_noisetexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_occluderpolygon2d.html">OccluderPolygon2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_occluderpolygon2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluderpolygon2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluderpolygon2d.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occluderpolygon2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_occludershape.html">OccluderShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_occludershape.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_occludershapepolygon.html">OccluderShapePolygon</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapepolygon.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapepolygon.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapepolygon.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapepolygon.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapepolygon.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_occludershapesphere.html">OccluderShapeSphere</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapesphere.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapesphere.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapesphere.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapesphere.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_occludershapesphere.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_opensimplexnoise.html">OpenSimplexNoise</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_opensimplexnoise.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_opensimplexnoise.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_opensimplexnoise.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_opensimplexnoise.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_opensimplexnoise.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_ormspatialmaterial.html">ORMSpatialMaterial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_ormspatialmaterial.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packeddatacontainer.html">PackedDataContainer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packeddatacontainer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packeddatacontainer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packeddatacontainer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packeddatacontainer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packedscene.html">PackedScene</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscene.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packedscenegltf.html">PackedSceneGLTF</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packedscenegltf.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscenegltf.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscenegltf.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packedscenegltf.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_panoramasky.html">PanoramaSky</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_panoramasky.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panoramasky.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_panoramasky.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_particlesmaterial.html">ParticlesMaterial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_particlesmaterial.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particlesmaterial.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particlesmaterial.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particlesmaterial.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particlesmaterial.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_particlesmaterial.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_phashtranslation.html">PHashTranslation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_phashtranslation.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_phashtranslation.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_phashtranslation.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsmaterial.html">PhysicsMaterial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsmaterial.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsmaterial.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsmaterial.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_planemesh.html">PlaneMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_planemesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_planemesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_planemesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_planeshape.html">PlaneShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_planeshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_planeshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_planeshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pluginscript.html">PluginScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pluginscript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pluginscript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pointmesh.html">PointMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pointmesh.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_polygonpathfinder.html">PolygonPathFinder</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_polygonpathfinder.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_polygonpathfinder.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_primitivemesh.html">PrimitiveMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_primitivemesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_primitivemesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_primitivemesh.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_primitivemesh.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_primitivemesh.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_prismmesh.html">PrismMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_prismmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_prismmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_prismmesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_proceduralsky.html">ProceduralSky</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_proceduralsky.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proceduralsky.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proceduralsky.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proceduralsky.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_proxytexture.html">ProxyTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_proxytexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_proxytexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_quadmesh.html">QuadMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_quadmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quadmesh.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quadmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quadmesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rayshape.html">RayShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rayshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rayshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rayshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rayshape2d.html">RayShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rayshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rayshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rayshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rectangleshape2d.html">RectangleShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rectangleshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rectangleshape2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rectangleshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rectangleshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_richtexteffect.html">RichTextEffect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_richtexteffect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtexteffect.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtexteffect.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_richtexteffect.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_script.html">Script</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_script.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_script.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_script.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_script.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_script.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_script.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_segmentshape2d.html">SegmentShape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_segmentshape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_segmentshape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_segmentshape2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shader.html">Shader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shader.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shadermaterial.html">ShaderMaterial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shadermaterial.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shadermaterial.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shadermaterial.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shadermaterial.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shadermaterial.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shadermaterial.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shape.html">Shape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shape2d.html">Shape2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shape2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shape2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_shortcut.html">ShortCut</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_shortcut.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shortcut.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shortcut.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shortcut.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_shortcut.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_skin.html">Skin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_skin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_sky.html">Sky</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_sky.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sky.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sky.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sky.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spatialmaterial.html">SpatialMaterial</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spatialmaterial.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatialmaterial.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spheremesh.html">SphereMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spheremesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spheremesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spheremesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_sphereshape.html">SphereShape</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_sphereshape.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sphereshape.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sphereshape.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_sphereshape.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spriteframes.html">SpriteFrames</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spriteframes.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spriteframes.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spriteframes.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spriteframes.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spriteframes.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_streamtexture.html">StreamTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_streamtexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streamtexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streamtexture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streamtexture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streamtexture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_stylebox.html">StyleBox</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_stylebox.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_stylebox.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_stylebox.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_stylebox.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_stylebox.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_styleboxempty.html">StyleBoxEmpty</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxempty.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_styleboxflat.html">StyleBoxFlat</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxflat.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxflat.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxflat.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxflat.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxflat.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_styleboxline.html">StyleBoxLine</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxline.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxline.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxline.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_styleboxtexture.html">StyleBoxTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_styleboxtexture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_textfile.html">TextFile</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_textmesh.html">TextMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_textmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textmesh.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_textmesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_texture.html">Texture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_texture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_texture3d.html">Texture3D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_texture3d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture3d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture3d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texture3d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_texturearray.html">TextureArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_texturearray.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturearray.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturearray.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_texturelayered.html">TextureLayered</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_texturelayered.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturelayered.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturelayered.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturelayered.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturelayered.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_texturelayered.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_theme.html">Theme</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_theme.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tileset.html">TileSet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tileset.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tileset.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tileset.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tileset.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tileset.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_torusmesh.html">TorusMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_torusmesh.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_torusmesh.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_torusmesh.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_translation.html">Translation</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_translation.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translation.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translation.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translation.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translation.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translation.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_videostream.html">VideoStream</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_videostream.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_videostreamgdnative.html">VideoStreamGDNative</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamgdnative.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamgdnative.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamgdnative.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_videostreamtheora.html">VideoStreamTheora</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamtheora.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamtheora.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamtheora.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_videostreamwebm.html">VideoStreamWebm</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamwebm.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamwebm.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_videostreamwebm.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_viewporttexture.html">ViewportTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_viewporttexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewporttexture.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewporttexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_viewporttexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscript.html">VisualScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscript.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscript.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscript.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptbasictypeconstant.html">VisualScriptBasicTypeConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbasictypeconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbasictypeconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbasictypeconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptbuiltinfunc.html">VisualScriptBuiltinFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbuiltinfunc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbuiltinfunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbuiltinfunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptbuiltinfunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptclassconstant.html">VisualScriptClassConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptclassconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptclassconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptclassconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptcomment.html">VisualScriptComment</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcomment.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcomment.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcomment.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptcomposearray.html">VisualScriptComposeArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcomposearray.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptcondition.html">VisualScriptCondition</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcondition.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptconstant.html">VisualScriptConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptconstructor.html">VisualScriptConstructor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptconstructor.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptconstructor.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptconstructor.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptcustomnode.html">VisualScriptCustomNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcustomnode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcustomnode.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcustomnode.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcustomnode.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptcustomnode.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptdeconstruct.html">VisualScriptDeconstruct</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptdeconstruct.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptdeconstruct.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptdeconstruct.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptemitsignal.html">VisualScriptEmitSignal</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptemitsignal.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptemitsignal.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptemitsignal.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptenginesingleton.html">VisualScriptEngineSingleton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptenginesingleton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptenginesingleton.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptenginesingleton.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptexpression.html">VisualScriptExpression</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptexpression.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptfunction.html">VisualScriptFunction</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunction.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptfunctioncall.html">VisualScriptFunctionCall</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctioncall.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctioncall.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctioncall.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctioncall.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptglobalconstant.html">VisualScriptGlobalConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptglobalconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptglobalconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptglobalconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptindexget.html">VisualScriptIndexGet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptindexget.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptindexset.html">VisualScriptIndexSet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptindexset.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptinputaction.html">VisualScriptInputAction</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptinputaction.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptinputaction.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptinputaction.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptinputaction.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptiterator.html">VisualScriptIterator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptiterator.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptlists.html">VisualScriptLists</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlists.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlists.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlists.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptlocalvar.html">VisualScriptLocalVar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlocalvar.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlocalvar.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlocalvar.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptlocalvarset.html">VisualScriptLocalVarSet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlocalvarset.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlocalvarset.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptlocalvarset.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptmathconstant.html">VisualScriptMathConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptmathconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptmathconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptmathconstant.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptmathconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptnode.html">VisualScriptNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptnode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptnode.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptnode.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptnode.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptoperator.html">VisualScriptOperator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptoperator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptoperator.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptoperator.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptpreload.html">VisualScriptPreload</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpreload.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpreload.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpreload.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptpropertyget.html">VisualScriptPropertyGet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyget.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyget.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyget.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyget.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptpropertyset.html">VisualScriptPropertySet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyset.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyset.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyset.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptpropertyset.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptresourcepath.html">VisualScriptResourcePath</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptresourcepath.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptresourcepath.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptreturn.html">VisualScriptReturn</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptreturn.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptreturn.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptreturn.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptscenenode.html">VisualScriptSceneNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptscenenode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptscenenode.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptscenenode.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptscenetree.html">VisualScriptSceneTree</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptscenetree.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptselect.html">VisualScriptSelect</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptselect.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptselect.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptselect.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptself.html">VisualScriptSelf</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptself.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptsequence.html">VisualScriptSequence</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptsequence.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptsequence.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptsequence.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptsubcall.html">VisualScriptSubCall</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptsubcall.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptsubcall.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptsubcall.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptswitch.html">VisualScriptSwitch</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptswitch.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscripttypecast.html">VisualScriptTypeCast</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscripttypecast.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscripttypecast.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscripttypecast.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptvariableget.html">VisualScriptVariableGet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptvariableget.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptvariableget.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptvariableget.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptvariableset.html">VisualScriptVariableSet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptvariableset.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptvariableset.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptvariableset.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptwhile.html">VisualScriptWhile</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptwhile.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptyield.html">VisualScriptYield</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyield.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyield.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyield.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyield.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptyieldsignal.html">VisualScriptYieldSignal</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyieldsignal.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyieldsignal.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyieldsignal.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptyieldsignal.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshader.html">VisualShader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshader.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernode.html">VisualShaderNode</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernode.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodebooleanconstant.html">VisualShaderNodeBooleanConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodebooleanconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodebooleanconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodebooleanconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodebooleanuniform.html">VisualShaderNodeBooleanUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodebooleanuniform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodebooleanuniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodebooleanuniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecolorconstant.html">VisualShaderNodeColorConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecolorfunc.html">VisualShaderNodeColorFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorfunc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorfunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorfunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorfunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecolorop.html">VisualShaderNodeColorOp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorop.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorop.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorop.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecolorop.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecoloruniform.html">VisualShaderNodeColorUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecoloruniform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecoloruniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecoloruniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecompare.html">VisualShaderNodeCompare</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecompare.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecompare.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecompare.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecompare.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecubemap.html">VisualShaderNodeCubeMap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecubemap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecubemap.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecubemap.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecubemap.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecubemapuniform.html">VisualShaderNodeCubeMapUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecubemapuniform.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodecustom.html">VisualShaderNodeCustom</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecustom.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecustom.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecustom.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodecustom.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodedeterminant.html">VisualShaderNodeDeterminant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodedeterminant.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodedotproduct.html">VisualShaderNodeDotProduct</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodedotproduct.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeexpression.html">VisualShaderNodeExpression</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeexpression.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeexpression.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeexpression.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodefaceforward.html">VisualShaderNodeFaceForward</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodefaceforward.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodefresnel.html">VisualShaderNodeFresnel</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodefresnel.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeglobalexpression.html">VisualShaderNodeGlobalExpression</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeglobalexpression.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodegroupbase.html">VisualShaderNodeGroupBase</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodegroupbase.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodegroupbase.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodegroupbase.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodegroupbase.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodegroupbase.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeif.html">VisualShaderNodeIf</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeinput.html">VisualShaderNodeInput</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeinput.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeis.html">VisualShaderNodeIs</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeis.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeis.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeis.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeis.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeouterproduct.html">VisualShaderNodeOuterProduct</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeouterproduct.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeoutput.html">VisualShaderNodeOutput</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeoutput.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarclamp.html">VisualShaderNodeScalarClamp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarclamp.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarconstant.html">VisualShaderNodeScalarConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarderivativefunc.html">VisualShaderNodeScalarDerivativeFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarderivativefunc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarderivativefunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarderivativefunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarderivativefunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarfunc.html">VisualShaderNodeScalarFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarfunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarfunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarfunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarinterp.html">VisualShaderNodeScalarInterp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarinterp.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarop.html">VisualShaderNodeScalarOp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarop.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarop.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarop.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarsmoothstep.html">VisualShaderNodeScalarSmoothStep</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarsmoothstep.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalarswitch.html">VisualShaderNodeScalarSwitch</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalarswitch.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodescalaruniform.html">VisualShaderNodeScalarUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalaruniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalaruniform.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodescalaruniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeswitch.html">VisualShaderNodeSwitch</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeswitch.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetexture.html">VisualShaderNodeTexture</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetexture.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetexture.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetexture.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetexture.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetextureuniform.html">VisualShaderNodeTextureUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetextureuniform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetextureuniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetextureuniform.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetextureuniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetextureuniformtriplanar.html">VisualShaderNodeTextureUniformTriplanar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetextureuniformtriplanar.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformcompose.html">VisualShaderNodeTransformCompose</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformcompose.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformconstant.html">VisualShaderNodeTransformConstant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformconstant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformconstant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformconstant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformdecompose.html">VisualShaderNodeTransformDecompose</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformdecompose.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformfunc.html">VisualShaderNodeTransformFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformfunc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformfunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformfunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformfunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformmult.html">VisualShaderNodeTransformMult</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformmult.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformmult.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformmult.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformmult.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformuniform.html">VisualShaderNodeTransformUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformuniform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformuniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformuniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodetransformvecmult.html">VisualShaderNodeTransformVecMult</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformvecmult.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformvecmult.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformvecmult.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodetransformvecmult.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeuniform.html">VisualShaderNodeUniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeuniform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeuniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeuniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodeuniformref.html">VisualShaderNodeUniformRef</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeuniformref.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeuniformref.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodeuniformref.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevec3constant.html">VisualShaderNodeVec3Constant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevec3constant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevec3constant.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevec3constant.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevec3uniform.html">VisualShaderNodeVec3Uniform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevec3uniform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevec3uniform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevec3uniform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorclamp.html">VisualShaderNodeVectorClamp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorclamp.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorcompose.html">VisualShaderNodeVectorCompose</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorcompose.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectordecompose.html">VisualShaderNodeVectorDecompose</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectordecompose.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorderivativefunc.html">VisualShaderNodeVectorDerivativeFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorderivativefunc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorderivativefunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorderivativefunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorderivativefunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectordistance.html">VisualShaderNodeVectorDistance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectordistance.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorfunc.html">VisualShaderNodeVectorFunc</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorfunc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorfunc.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorfunc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorfunc.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorinterp.html">VisualShaderNodeVectorInterp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorinterp.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorlen.html">VisualShaderNodeVectorLen</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorlen.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorop.html">VisualShaderNodeVectorOp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorop.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorop.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorop.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorop.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorrefract.html">VisualShaderNodeVectorRefract</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorrefract.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorscalarmix.html">VisualShaderNodeVectorScalarMix</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorscalarmix.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorscalarsmoothstep.html">VisualShaderNodeVectorScalarSmoothStep</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorscalarsmoothstep.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorscalarstep.html">VisualShaderNodeVectorScalarStep</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorscalarstep.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualshadernodevectorsmoothstep.html">VisualShaderNodeVectorSmoothStep</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualshadernodevectorsmoothstep.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_world.html">World</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_world.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_world.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_world.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_world.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_world2d.html">World2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_world2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_world2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_world2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_world2d.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_x509certificate.html">X509Certificate</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_x509certificate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_x509certificate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_x509certificate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1 current"><a class="reference internal" href="index.html#other-objects">Other objects</a><ul class="current">
<li class="toctree-l2"><a class="reference internal" href="class_object.html">Object</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_aescontext.html">AESContext</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_aescontext.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aescontext.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aescontext.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aescontext.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_animationtrackeditplugin.html">AnimationTrackEditPlugin</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrinterface.html">ARVRInterface</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterface.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrinterfacegdnative.html">ARVRInterfaceGDNative</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrinterfacegdnative.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrpositionaltracker.html">ARVRPositionalTracker</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrpositionaltracker.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_arvrserver.html">ARVRServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_arvrserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_astar.html">AStar</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_astar.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_astar.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_astar.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_astar2d.html">AStar2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_astar2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_astar2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_astar2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectinstance.html">AudioEffectInstance</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_audioeffectspectrumanalyzerinstance.html">AudioEffectSpectrumAnalyzerInstance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzerinstance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzerinstance.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioeffectspectrumanalyzerinstance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audioserver.html">AudioServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audioserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamgeneratorplayback.html">AudioStreamGeneratorPlayback</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgeneratorplayback.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgeneratorplayback.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgeneratorplayback.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamgeneratorplayback.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamplayback.html">AudioStreamPlayback</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayback.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_audiostreamplayback.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_audiostreamplaybackresampled.html">AudioStreamPlaybackResampled</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_callbacktweener.html">CallbackTweener</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_callbacktweener.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_callbacktweener.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_callbacktweener.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_camerafeed.html">CameraFeed</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_camerafeed.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camerafeed.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camerafeed.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camerafeed.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camerafeed.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_camerafeed.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_cameraserver.html">CameraServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_cameraserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cameraserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cameraserver.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cameraserver.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_cameraserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_charfxtransform.html">CharFXTransform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_charfxtransform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_charfxtransform.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_charfxtransform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_charfxtransform.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_classdb.html">ClassDB</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_classdb.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_classdb.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_classdb.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_configfile.html">ConfigFile</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_configfile.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_configfile.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_configfile.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_crypto.html">Crypto</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_crypto.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_crypto.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_crypto.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_directory.html">Directory</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_directory.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directory.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directory.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_directory.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_dtlsserver.html">DTLSServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_dtlsserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dtlsserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dtlsserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorexportplugin.html">EditorExportPlugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorexportplugin.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorexportplugin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorexportplugin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorfeatureprofile.html">EditorFeatureProfile</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorfeatureprofile.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfeatureprofile.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfeatureprofile.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfeatureprofile.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorfilesystemdirectory.html">EditorFileSystemDirectory</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystemdirectory.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystemdirectory.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorfilesystemdirectory.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorimportplugin.html">EditorImportPlugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorimportplugin.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorimportplugin.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorimportplugin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorimportplugin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorinspectorplugin.html">EditorInspectorPlugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspectorplugin.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspectorplugin.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspectorplugin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorinspectorplugin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorresourceconversionplugin.html">EditorResourceConversionPlugin</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourceconversionplugin.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourceconversionplugin.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorresourcepreviewgenerator.html">EditorResourcePreviewGenerator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreviewgenerator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreviewgenerator.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorresourcepreviewgenerator.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorsceneimporter.html">EditorSceneImporter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorsceneimporter.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsceneimporter.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsceneimporter.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorsceneimporter.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorsceneimporterfbx.html">EditorSceneImporterFBX</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorsceneimporterfbx.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorsceneimportergltf.html">EditorSceneImporterGLTF</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorsceneimportergltf.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorscenepostimport.html">EditorScenePostImport</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorscenepostimport.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscenepostimport.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscenepostimport.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscenepostimport.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorscript.html">EditorScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorscript.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorscript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorselection.html">EditorSelection</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorselection.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorselection.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorselection.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorselection.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorspatialgizmo.html">EditorSpatialGizmo</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmo.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmo.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorspatialgizmo.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_editorvcsinterface.html">EditorVCSInterface</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_editorvcsinterface.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorvcsinterface.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorvcsinterface.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_editorvcsinterface.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_encodedobjectasid.html">EncodedObjectAsID</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_encodedobjectasid.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_encodedobjectasid.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_encodedobjectasid.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_engine.html">Engine</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_engine.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_engine.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_engine.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_engine.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_engine.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_expression.html">Expression</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_expression.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_expression.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_expression.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_file.html">File</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_file.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_funcref.html">FuncRef</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_funcref.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_funcref.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_funcref.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_funcref.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_funcref.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gdnative.html">GDNative</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gdnative.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnative.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnative.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdnative.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_gdscriptfunctionstate.html">GDScriptFunctionState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_gdscriptfunctionstate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdscriptfunctionstate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdscriptfunctionstate.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_gdscriptfunctionstate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_geometry.html">Geometry</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_geometry.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometry.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometry.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_geometry.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_godotsharp.html">GodotSharp</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_godotsharp.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_godotsharp.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_godotsharp.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hashingcontext.html">HashingContext</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hashingcontext.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hashingcontext.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hashingcontext.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hashingcontext.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_hmaccontext.html">HMACContext</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_hmaccontext.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hmaccontext.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_hmaccontext.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_httpclient.html">HTTPClient</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_httpclient.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_input.html">Input</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_input.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_inputmap.html">InputMap</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_inputmap.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputmap.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputmap.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_inputmap.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_intervaltweener.html">IntervalTweener</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_intervaltweener.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_ip.html">IP</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_ip.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ip.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ip.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ip.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_ip.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_javaclass.html">JavaClass</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_javaclasswrapper.html">JavaClassWrapper</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_javaclasswrapper.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_javaclasswrapper.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_javascript.html">JavaScript</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_javascript.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_javascript.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_javascript.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_javascript.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_javascript.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_javascriptobject.html">JavaScriptObject</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_javascriptobject.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_jnisingleton.html">JNISingleton</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_jnisingleton.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_jnisingleton.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_json.html">JSON</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_json.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_json.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_json.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_jsonparseresult.html">JSONParseResult</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_jsonparseresult.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_jsonparseresult.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_jsonparseresult.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_jsonrpc.html">JSONRPC</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_jsonrpc.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_jsonrpc.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_jsonrpc.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_jsonrpc.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_kinematiccollision.html">KinematicCollision</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_kinematiccollision2d.html">KinematicCollision2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_kinematiccollision2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_mainloop.html">MainLoop</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_mainloop.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mainloop.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mainloop.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mainloop.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mainloop.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_marshalls.html">Marshalls</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_marshalls.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_marshalls.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_marshalls.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_meshdatatool.html">MeshDataTool</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_meshdatatool.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshdatatool.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_meshdatatool.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_methodtweener.html">MethodTweener</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_methodtweener.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_methodtweener.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_methodtweener.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_mobilevrinterface.html">MobileVRInterface</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_mobilevrinterface.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mobilevrinterface.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mobilevrinterface.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_multiplayerapi.html">MultiplayerAPI</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerapi.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_multiplayerpeergdnative.html">MultiplayerPeerGDNative</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_multiplayerpeergdnative.html#properties">Properties</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_mutex.html">Mutex</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_mutex.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mutex.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mutex.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_mutex.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigation2dserver.html">Navigation2DServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2dserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2dserver.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2dserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2dserver.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigation2dserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationmeshgenerator.html">NavigationMeshGenerator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshgenerator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshgenerator.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationmeshgenerator.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_navigationserver.html">NavigationServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_navigationserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationserver.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationserver.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_navigationserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_networkedmultiplayercustom.html">NetworkedMultiplayerCustom</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayercustom.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayercustom.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayercustom.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayercustom.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_networkedmultiplayerenet.html">NetworkedMultiplayerENet</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerenet.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_networkedmultiplayerpeer.html">NetworkedMultiplayerPeer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_networkedmultiplayerpeer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_node.html">Node</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_node.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_os.html">OS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_os.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packeddatacontainerref.html">PackedDataContainerRef</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packeddatacontainerref.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packeddatacontainerref.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packetpeer.html">PacketPeer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packetpeerdtls.html">PacketPeerDTLS</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerdtls.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerdtls.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerdtls.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerdtls.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packetpeergdnative.html">PacketPeerGDNative</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_packetpeerstream.html">PacketPeerStream</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerstream.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerstream.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerstream.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_packetpeerudp.html">PacketPeerUDP</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerudp.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerudp.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_packetpeerudp.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_pckpacker.html">PCKPacker</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_pckpacker.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pckpacker.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_pckpacker.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_performance.html">Performance</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_performance.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_performance.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_performance.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_performance.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physics2ddirectbodystate.html">Physics2DDirectBodyState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectbodystate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectbodystate.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectbodystate.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectbodystate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectbodystate.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectbodystate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physics2ddirectspacestate.html">Physics2DDirectSpaceState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectspacestate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectspacestate.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectspacestate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2ddirectspacestate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physics2dserver.html">Physics2DServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dserver.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physics2dshapequeryparameters.html">Physics2DShapeQueryParameters</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dshapequeryparameters.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dshapequeryparameters.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dshapequeryparameters.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dshapequeryparameters.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dshapequeryparameters.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physics2dtestmotionresult.html">Physics2DTestMotionResult</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dtestmotionresult.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physics2dtestmotionresult.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsdirectbodystate.html">PhysicsDirectBodyState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectbodystate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectbodystate.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectbodystate.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectbodystate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectbodystate.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectbodystate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsdirectspacestate.html">PhysicsDirectSpaceState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectspacestate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectspacestate.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectspacestate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsdirectspacestate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsserver.html">PhysicsServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsserver.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicsshapequeryparameters.html">PhysicsShapeQueryParameters</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicsshapequeryparameters.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsshapequeryparameters.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsshapequeryparameters.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsshapequeryparameters.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicsshapequeryparameters.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_physicstestmotionresult.html">PhysicsTestMotionResult</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_physicstestmotionresult.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_physicstestmotionresult.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_projectsettings.html">ProjectSettings</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_projectsettings.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_propertytweener.html">PropertyTweener</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_propertytweener.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_propertytweener.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_propertytweener.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_randomnumbergenerator.html">RandomNumberGenerator</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_randomnumbergenerator.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_randomnumbergenerator.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_randomnumbergenerator.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_randomnumbergenerator.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_randomnumbergenerator.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_randomnumbergenerator.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_reference.html">Reference</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_reference.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reference.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reference.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_reference.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_regex.html">RegEx</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_regex.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_regex.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_regex.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_regexmatch.html">RegExMatch</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_regexmatch.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_regexmatch.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_regexmatch.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_regexmatch.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_regexmatch.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resource.html">Resource</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resource.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourceformatloader.html">ResourceFormatLoader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourceformatloader.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceformatloader.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceformatloader.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourceformatsaver.html">ResourceFormatSaver</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourceformatsaver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceformatsaver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceformatsaver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourceimporter.html">ResourceImporter</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourceimporter.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceimporter.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceimporter.html#enumerations">Enumerations</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourceinteractiveloader.html">ResourceInteractiveLoader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourceinteractiveloader.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceinteractiveloader.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceinteractiveloader.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceinteractiveloader.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceinteractiveloader.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourceloader.html">ResourceLoader</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourceloader.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceloader.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceloader.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourceloader.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_resourcesaver.html">ResourceSaver</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_resourcesaver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourcesaver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourcesaver.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_resourcesaver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scenestate.html">SceneState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scenestate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenestate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenestate.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenestate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scenetree.html">SceneTree</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetree.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scenetreetimer.html">SceneTreeTimer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetimer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetimer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetimer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetimer.html#property-descriptions">Property Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_scenetreetween.html">SceneTreeTween</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetween.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetween.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetween.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetween.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_scenetreetween.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_semaphore.html">Semaphore</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_semaphore.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_semaphore.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_semaphore.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_semaphore.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_skinreference.html">SkinReference</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_skinreference.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_skinreference.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_spatialgizmo.html">SpatialGizmo</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_spatialvelocitytracker.html">SpatialVelocityTracker</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_spatialvelocitytracker.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatialvelocitytracker.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatialvelocitytracker.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_spatialvelocitytracker.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_streampeer.html">StreamPeer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_streampeer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_streampeerbuffer.html">StreamPeerBuffer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerbuffer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerbuffer.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerbuffer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerbuffer.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerbuffer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_streampeergdnative.html">StreamPeerGDNative</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_streampeerssl.html">StreamPeerSSL</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeerssl.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_streampeertcp.html">StreamPeerTCP</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_streampeertcp.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeertcp.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeertcp.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_streampeertcp.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_surfacetool.html">SurfaceTool</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_surfacetool.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_surfacetool.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_surfacetool.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_surfacetool.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tcp_server.html">TCP_Server</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tcp_server.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tcp_server.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tcp_server.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_thread.html">Thread</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_thread.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_thread.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_thread.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_thread.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_thread.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_time.html">Time</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_time.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_time.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_time.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_time.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_translationserver.html">TranslationServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_translationserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translationserver.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translationserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_translationserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_treeitem.html">TreeItem</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_treeitem.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_treeitem.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_treeitem.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_treeitem.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_treeitem.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_treeitem.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_trianglemesh.html">TriangleMesh</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_trianglemesh.html#description">Description</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_tweener.html">Tweener</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_tweener.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_tweener.html#signals">Signals</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_udpserver.html">UDPServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_udpserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_udpserver.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_udpserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_udpserver.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_udpserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_undoredo.html">UndoRedo</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_undoredo.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_undoredo.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_undoredo.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_undoredo.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_undoredo.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_upnp.html">UPNP</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_upnp.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnp.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnp.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnp.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnp.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnp.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_upnpdevice.html">UPNPDevice</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_upnpdevice.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnpdevice.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnpdevice.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnpdevice.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnpdevice.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_upnpdevice.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscripteditor.html">VisualScriptEditor</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscripteditor.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscripteditor.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscripteditor.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_visualscriptfunctionstate.html">VisualScriptFunctionState</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctionstate.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctionstate.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_visualscriptfunctionstate.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2 current"><a class="current reference internal" href="#">VisualServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_weakref.html">WeakRef</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_weakref.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_weakref.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_weakref.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_webrtcdatachannel.html">WebRTCDataChannel</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcdatachannel.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcdatachannel.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcdatachannel.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcdatachannel.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcdatachannel.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_webrtcdatachannelgdnative.html">WebRTCDataChannelGDNative</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_webrtcmultiplayer.html">WebRTCMultiplayer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcmultiplayer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcmultiplayer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcmultiplayer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_webrtcpeerconnection.html">WebRTCPeerConnection</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcpeerconnection.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcpeerconnection.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcpeerconnection.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcpeerconnection.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webrtcpeerconnection.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_webrtcpeerconnectiongdnative.html">WebRTCPeerConnectionGDNative</a></li>
<li class="toctree-l2"><a class="reference internal" href="class_websocketclient.html">WebSocketClient</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_websocketclient.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketclient.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketclient.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketclient.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketclient.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketclient.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_websocketmultiplayerpeer.html">WebSocketMultiplayerPeer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_websocketmultiplayerpeer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketmultiplayerpeer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketmultiplayerpeer.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketmultiplayerpeer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_websocketpeer.html">WebSocketPeer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_websocketpeer.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketpeer.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketpeer.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketpeer.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_websocketserver.html">WebSocketServer</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_websocketserver.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketserver.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketserver.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketserver.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketserver.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_websocketserver.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_webxrinterface.html">WebXRInterface</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_webxrinterface.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_xmlparser.html">XMLParser</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_xmlparser.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_xmlparser.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_xmlparser.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_xmlparser.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="index.html#variant-types">Variant types</a><ul>
<li class="toctree-l2"><a class="reference internal" href="class_aabb.html">AABB</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_aabb.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aabb.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aabb.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aabb.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aabb.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_aabb.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_array.html">Array</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_array.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_array.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_array.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_basis.html">Basis</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_basis.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_bool.html">bool</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_bool.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bool.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_bool.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_color.html">Color</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_color.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_dictionary.html">Dictionary</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_dictionary.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dictionary.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dictionary.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_dictionary.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_float.html">float</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_float.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_float.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_float.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_float.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_int.html">int</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_int.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_int.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_int.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_nodepath.html">NodePath</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_nodepath.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_nodepath.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_nodepath.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_nodepath.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_object.html">Object</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#signals">Signals</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#enumerations">Enumerations</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_object.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_plane.html">Plane</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_plane.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolbytearray.html">PoolByteArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolbytearray.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolbytearray.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolbytearray.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolcolorarray.html">PoolColorArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolcolorarray.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolcolorarray.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolcolorarray.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolintarray.html">PoolIntArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolintarray.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolintarray.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolintarray.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolrealarray.html">PoolRealArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolrealarray.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolrealarray.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolrealarray.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolstringarray.html">PoolStringArray</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolstringarray.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolstringarray.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolstringarray.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolstringarray.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolvector2array.html">PoolVector2Array</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector2array.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector2array.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector2array.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector2array.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_poolvector3array.html">PoolVector3Array</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector3array.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector3array.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_poolvector3array.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_quat.html">Quat</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_quat.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rect2.html">Rect2</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rect2.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rect2.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rect2.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rect2.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rect2.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rect2.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_rid.html">RID</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_rid.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rid.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_rid.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_string.html">String</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_string.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_string.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_string.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_string.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_transform.html">Transform</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_transform2d.html">Transform2D</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_transform2d.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_variant.html">Variant</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_variant.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_variant.html#tutorials">Tutorials</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vector2.html">Vector2</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector2.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="class_vector3.html">Vector3</a><ul>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#description">Description</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#tutorials">Tutorials</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#properties">Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#methods">Methods</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#constants">Constants</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#property-descriptions">Property Descriptions</a></li>
<li class="toctree-l3"><a class="reference internal" href="class_vector3.html#method-descriptions">Method Descriptions</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
</div>
</nav>
<section data-toggle="wy-nav-shift" class="wy-nav-content-wrap"><nav class="wy-nav-top" aria-label="Mobile navigation menu" >
<i data-toggle="wy-nav-top" class="fa fa-bars"></i>
<a href="../index.html">Godot Engine</a>
</nav>
<div class="wy-nav-content">
<div class="rst-content">
<div role="navigation" aria-label="Page navigation">
<ul class="wy-breadcrumbs">
<li>
<div style="font-size: 105%;font-weight: 600;">
Godot Engine 3.6 documentation in English
</div>
<ul class="wy-breadcrumbs">
<li><a href="../index.html" class="icon icon-home"></a> &raquo;</li>
<li><a href="index.html">All classes</a> &raquo;</li>
<li>VisualServer</li>
</ul>
</li>
</ul>
<hr/>
</div>
<div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
<div itemprop="articleBody">
<section id="visualserver">
<span id="class-visualserver"></span><h1>VisualServer<a class="headerlink" href="#visualserver" title="Permalink to this headline">¶</a></h1>
<p><strong>Inherits:</strong> <a class="reference internal" href="class_object.html#class-object"><span class="std std-ref">Object</span></a></p>
<p>Server for anything visible.</p>
<section class="classref-introduction-group" id="description">
<h2>Description<a class="headerlink" href="#description" title="Permalink to this headline">¶</a></h2>
<p>Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.</p>
<p>The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.</p>
<p>The visual server can be used to bypass the scene system entirely.</p>
<p>Resources are created using the <code class="docutils literal notranslate"><span class="pre">*_create</span></code> functions.</p>
<p>All objects are drawn to a viewport. You can use the <a class="reference internal" href="class_viewport.html#class-viewport"><span class="std std-ref">Viewport</span></a> attached to the <a class="reference internal" href="class_scenetree.html#class-scenetree"><span class="std std-ref">SceneTree</span></a> or you can create one yourself with <a class="reference internal" href="#class-visualserver-method-viewport-create"><span class="std std-ref">viewport_create</span></a>. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using <a class="reference internal" href="#class-visualserver-method-viewport-set-scenario"><span class="std std-ref">viewport_set_scenario</span></a> or <a class="reference internal" href="#class-visualserver-method-viewport-attach-canvas"><span class="std std-ref">viewport_attach_canvas</span></a>.</p>
<p>In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any <a class="reference internal" href="class_spatial.html#class-spatial"><span class="std std-ref">Spatial</span></a> node with <a class="reference internal" href="class_spatial.html#class-spatial-method-get-world"><span class="std std-ref">Spatial.get_world</span></a>. Otherwise, a scenario can be created with <a class="reference internal" href="#class-visualserver-method-scenario-create"><span class="std std-ref">scenario_create</span></a>.</p>
<p>Similarly, in 2D, a canvas is needed to draw all canvas items.</p>
<p>In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a>. The instance must also be attached to the scenario using <a class="reference internal" href="#class-visualserver-method-instance-set-scenario"><span class="std std-ref">instance_set_scenario</span></a> in order to be visible.</p>
<p>In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.</p>
</section>
<section class="classref-introduction-group" id="tutorials">
<h2>Tutorials<a class="headerlink" href="#tutorials" title="Permalink to this headline">¶</a></h2>
<ul class="simple">
<li><p><a class="reference internal" href="../tutorials/performance/using_servers.html"><span class="doc">Optimization using Servers</span></a></p></li>
</ul>
</section>
<section class="classref-reftable-group" id="properties">
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
<table class="colwidths-auto docutils align-default">
<tbody>
<tr class="row-odd"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-property-render-loop-enabled"><span class="std std-ref">render_loop_enabled</span></a></p></td>
</tr>
</tbody>
</table>
</section>
<section class="classref-reftable-group" id="methods">
<h2>Methods<a class="headerlink" href="#methods" title="Permalink to this headline">¶</a></h2>
<table class="colwidths-auto docutils align-default">
<tbody>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-black-bars-set-images"><span class="std std-ref">black_bars_set_images</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> left, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> top, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> right, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> bottom <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-black-bars-set-margins"><span class="std std-ref">black_bars_set_margins</span></a> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> left, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> top, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> right, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bottom <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-create"><span class="std std-ref">camera_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-cull-mask"><span class="std std-ref">camera_set_cull_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layers <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-environment"><span class="std std-ref">camera_set_environment</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-frustum"><span class="std std-ref">camera_set_frustum</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> size, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> offset, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_near, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_far <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-orthogonal"><span class="std std-ref">camera_set_orthogonal</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> size, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_near, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_far <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-perspective"><span class="std std-ref">camera_set_perspective</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> fovy_degrees, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_near, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_far <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-transform"><span class="std std-ref">camera_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-camera-set-use-vertical-aspect"><span class="std std-ref">camera_set_use_vertical_aspect</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-create"><span class="std std-ref">canvas_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-circle"><span class="std std-ref">canvas_item_add_circle</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> pos, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-clip-ignore"><span class="std std-ref">canvas_item_add_clip_ignore</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> ignore <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-line"><span class="std std-ref">canvas_item_add_line</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> from, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> to, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width=1.0, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-mesh"><span class="std std-ref">canvas_item_add_mesh</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform=Transform2D( 1, 0, 0, 1, 0, 0 ), <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-multimesh"><span class="std std-ref">canvas_item_add_multimesh</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-nine-patch"><span class="std std-ref">canvas_item_add_nine_patch</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> source, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> topleft, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> bottomright, <a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> x_axis_mode=0, <a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> y_axis_mode=0, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> draw_center=true, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-particles"><span class="std std-ref">canvas_item_add_particles</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-polygon"><span class="std std-ref">canvas_item_add_polygon</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> uvs=PoolVector2Array( ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-polyline"><span class="std std-ref">canvas_item_add_polyline</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width=1.0, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-primitive"><span class="std std-ref">canvas_item_add_primitive</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> uvs, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width=1.0, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-rect"><span class="std std-ref">canvas_item_add_rect</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-set-transform"><span class="std std-ref">canvas_item_add_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-texture-rect"><span class="std std-ref">canvas_item_add_texture_rect</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> tile=false, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> transpose=false, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-texture-rect-region"><span class="std std-ref">canvas_item_add_texture_rect_region</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> src_rect, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> transpose=false, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> clip_uv=true <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-add-triangle-array"><span class="std std-ref">canvas_item_add_triangle_array</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> indices, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> uvs=PoolVector2Array( ), <a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> bones=PoolIntArray( ), <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> weights=PoolRealArray( ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> count=-1, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiasing_use_indices=false <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-clear"><span class="std std-ref">canvas_item_clear</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-create"><span class="std std-ref">canvas_item_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-reset-physics-interpolation"><span class="std std-ref">canvas_item_reset_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-clip"><span class="std std-ref">canvas_item_set_clip</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> clip <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-copy-to-backbuffer"><span class="std std-ref">canvas_item_set_copy_to_backbuffer</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-custom-rect"><span class="std std-ref">canvas_item_set_custom_rect</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> use_custom_rect, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect=Rect2( 0, 0, 0, 0 ) <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-distance-field-mode"><span class="std std-ref">canvas_item_set_distance_field_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-draw-behind-parent"><span class="std std-ref">canvas_item_set_draw_behind_parent</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-draw-index"><span class="std std-ref">canvas_item_set_draw_index</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-interpolated"><span class="std std-ref">canvas_item_set_interpolated</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-light-mask"><span class="std std-ref">canvas_item_set_light_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-material"><span class="std std-ref">canvas_item_set_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-modulate"><span class="std std-ref">canvas_item_set_modulate</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-parent"><span class="std std-ref">canvas_item_set_parent</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> parent <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-self-modulate"><span class="std std-ref">canvas_item_set_self_modulate</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-sort-children-by-y"><span class="std std-ref">canvas_item_set_sort_children_by_y</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-transform"><span class="std std-ref">canvas_item_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-use-parent-material"><span class="std std-ref">canvas_item_set_use_parent_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-visible"><span class="std std-ref">canvas_item_set_visible</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> visible <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-z-as-relative-to-parent"><span class="std std-ref">canvas_item_set_z_as_relative_to_parent</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-set-z-index"><span class="std std-ref">canvas_item_set_z_index</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> z_index <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-item-transform-physics-interpolation"><span class="std std-ref">canvas_item_transform_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> xform <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-attach-to-canvas"><span class="std std-ref">canvas_light_attach_to_canvas</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-create"><span class="std std-ref">canvas_light_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-attach-to-canvas"><span class="std std-ref">canvas_light_occluder_attach_to_canvas</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-create"><span class="std std-ref">canvas_light_occluder_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-reset-physics-interpolation"><span class="std std-ref">canvas_light_occluder_reset_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-set-enabled"><span class="std std-ref">canvas_light_occluder_set_enabled</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-set-interpolated"><span class="std std-ref">canvas_light_occluder_set_interpolated</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-set-light-mask"><span class="std std-ref">canvas_light_occluder_set_light_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-set-polygon"><span class="std std-ref">canvas_light_occluder_set_polygon</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> polygon <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-set-transform"><span class="std std-ref">canvas_light_occluder_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-occluder-transform-physics-interpolation"><span class="std std-ref">canvas_light_occluder_transform_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> xform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-reset-physics-interpolation"><span class="std std-ref">canvas_light_reset_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-color"><span class="std std-ref">canvas_light_set_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-enabled"><span class="std std-ref">canvas_light_set_enabled</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-energy"><span class="std std-ref">canvas_light_set_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-height"><span class="std std-ref">canvas_light_set_height</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> height <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-interpolated"><span class="std std-ref">canvas_light_set_interpolated</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-item-cull-mask"><span class="std std-ref">canvas_light_set_item_cull_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-item-shadow-cull-mask"><span class="std std-ref">canvas_light_set_item_shadow_cull_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-layer-range"><span class="std std-ref">canvas_light_set_layer_range</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> min_layer, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_layer <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-mode"><span class="std std-ref">canvas_light_set_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> mode <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-scale"><span class="std std-ref">canvas_light_set_scale</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-shadow-buffer-size"><span class="std std-ref">canvas_light_set_shadow_buffer_size</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> size <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-shadow-color"><span class="std std-ref">canvas_light_set_shadow_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-shadow-enabled"><span class="std std-ref">canvas_light_set_shadow_enabled</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-shadow-filter"><span class="std std-ref">canvas_light_set_shadow_filter</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> filter <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-shadow-gradient-length"><span class="std std-ref">canvas_light_set_shadow_gradient_length</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> length <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-shadow-smooth"><span class="std std-ref">canvas_light_set_shadow_smooth</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> smooth <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-texture"><span class="std std-ref">canvas_light_set_texture</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-texture-offset"><span class="std std-ref">canvas_light_set_texture_offset</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> offset <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-transform"><span class="std std-ref">canvas_light_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-set-z-range"><span class="std std-ref">canvas_light_set_z_range</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> min_z, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_z <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-light-transform-physics-interpolation"><span class="std std-ref">canvas_light_transform_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> xform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-occluder-polygon-create"><span class="std std-ref">canvas_occluder_polygon_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-occluder-polygon-set-cull-mode"><span class="std std-ref">canvas_occluder_polygon_set_cull_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder_polygon, <a class="reference internal" href="#enum-visualserver-canvasoccluderpolygoncullmode"><span class="std std-ref">CanvasOccluderPolygonCullMode</span></a> mode <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-occluder-polygon-set-shape"><span class="std std-ref">canvas_occluder_polygon_set_shape</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder_polygon, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> shape, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> closed <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-occluder-polygon-set-shape-as-lines"><span class="std std-ref">canvas_occluder_polygon_set_shape_as_lines</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder_polygon, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> shape <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-set-item-mirroring"><span class="std std-ref">canvas_set_item_mirroring</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> mirroring <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-canvas-set-modulate"><span class="std std-ref">canvas_set_modulate</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-debug-canvas-item-get-local-bound"><span class="std std-ref">debug_canvas_item_get_local_bound</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-debug-canvas-item-get-rect"><span class="std std-ref">debug_canvas_item_get_rect</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-directional-light-create"><span class="std std-ref">directional_light_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-draw"><span class="std std-ref">draw</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> swap_buffers=true, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> frame_step=0.0 <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-create"><span class="std std-ref">environment_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-adjustment"><span class="std std-ref">environment_set_adjustment</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> brightness, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> contrast, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> saturation, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> ramp <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-ambient-light"><span class="std std-ref">environment_set_ambient_light</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy=1.0, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> sky_contibution=0.0 <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-background"><span class="std std-ref">environment_set_background</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> bg <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-bg-color"><span class="std std-ref">environment_set_bg_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-bg-energy"><span class="std std-ref">environment_set_bg_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-canvas-max-layer"><span class="std std-ref">environment_set_canvas_max_layer</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_layer <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-dof-blur-far"><span class="std std-ref">environment_set_dof_blur_far</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> distance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> transition, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> far_amount, <a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> quality <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-dof-blur-near"><span class="std std-ref">environment_set_dof_blur_near</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> distance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> transition, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> far_amount, <a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> quality <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-fog"><span class="std std-ref">environment_set_fog</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> sun_color, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> sun_amount <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-fog-depth"><span class="std std-ref">environment_set_fog_depth</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_begin, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_end, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_curve, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> transmit, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> transmit_curve <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-fog-height"><span class="std std-ref">environment_set_fog_height</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> min_height, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> max_height, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> height_curve <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-glow"><span class="std std-ref">environment_set_glow</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> level_flags, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> strength, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bloom_threshold, <a class="reference internal" href="#enum-visualserver-environmentglowblendmode"><span class="std std-ref">EnvironmentGlowBlendMode</span></a> blend_mode, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> hdr_bleed_threshold, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> hdr_bleed_scale, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> hdr_luminance_cap, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> bicubic_upscale, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> high_quality <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-sky"><span class="std std-ref">environment_set_sky</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> sky <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-sky-custom-fov"><span class="std std-ref">environment_set_sky_custom_fov</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-sky-orientation"><span class="std std-ref">environment_set_sky_orientation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_basis.html#class-basis"><span class="std std-ref">Basis</span></a> orientation <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-ssao"><span class="std std-ref">environment_set_ssao</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius2, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity2, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bias, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> light_affect, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> ao_channel_affect, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="#enum-visualserver-environmentssaoquality"><span class="std std-ref">EnvironmentSSAOQuality</span></a> quality, <a class="reference internal" href="#enum-visualserver-environmentssaoblur"><span class="std std-ref">EnvironmentSSAOBlur</span></a> blur, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bilateral_sharpness <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-ssr"><span class="std std-ref">environment_set_ssr</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_steps, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> fade_in, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> fade_out, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_tolerance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> roughness <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-environment-set-tonemap"><span class="std std-ref">environment_set_tonemap</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> tone_mapper, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> exposure, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> white, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> auto_exposure, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> min_luminance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> max_luminance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> auto_exp_speed, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> auto_exp_grey <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-finish"><span class="std std-ref">finish</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-force-draw"><span class="std std-ref">force_draw</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> swap_buffers=true, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> frame_step=0.0 <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-force-sync"><span class="std std-ref">force_sync</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> rid <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-get-render-info"><span class="std std-ref">get_render_info</span></a> <strong>(</strong> <a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> info <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-get-test-cube"><span class="std std-ref">get_test_cube</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-get-test-texture"><span class="std std-ref">get_test_texture</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-get-video-adapter-name"><span class="std std-ref">get_video_adapter_name</span></a> <strong>(</strong> <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-get-video-adapter-vendor"><span class="std std-ref">get_video_adapter_vendor</span></a> <strong>(</strong> <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-get-white-texture"><span class="std std-ref">get_white_texture</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-create"><span class="std std-ref">gi_probe_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-bias"><span class="std std-ref">gi_probe_get_bias</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-bounds"><span class="std std-ref">gi_probe_get_bounds</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-cell-size"><span class="std std-ref">gi_probe_get_cell_size</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-dynamic-data"><span class="std std-ref">gi_probe_get_dynamic_data</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-dynamic-range"><span class="std std-ref">gi_probe_get_dynamic_range</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-energy"><span class="std std-ref">gi_probe_get_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-normal-bias"><span class="std std-ref">gi_probe_get_normal_bias</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-propagation"><span class="std std-ref">gi_probe_get_propagation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-get-to-cell-xform"><span class="std std-ref">gi_probe_get_to_cell_xform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-is-compressed"><span class="std std-ref">gi_probe_is_compressed</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-is-interior"><span class="std std-ref">gi_probe_is_interior</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-bias"><span class="std std-ref">gi_probe_set_bias</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bias <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-bounds"><span class="std std-ref">gi_probe_set_bounds</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> bounds <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-cell-size"><span class="std std-ref">gi_probe_set_cell_size</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> range <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-compress"><span class="std std-ref">gi_probe_set_compress</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-dynamic-data"><span class="std std-ref">gi_probe_set_dynamic_data</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> data <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-dynamic-range"><span class="std std-ref">gi_probe_set_dynamic_range</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> range <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-energy"><span class="std std-ref">gi_probe_set_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-interior"><span class="std std-ref">gi_probe_set_interior</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-normal-bias"><span class="std std-ref">gi_probe_set_normal_bias</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bias <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-propagation"><span class="std std-ref">gi_probe_set_propagation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> propagation <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-gi-probe-set-to-cell-xform"><span class="std std-ref">gi_probe_set_to_cell_xform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> xform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-has-changed"><span class="std std-ref">has_changed</span></a> <strong>(</strong> <a class="reference internal" href="#enum-visualserver-changedpriority"><span class="std std-ref">ChangedPriority</span></a> queried_priority=0 <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-has-feature"><span class="std std-ref">has_feature</span></a> <strong>(</strong> <a class="reference internal" href="#enum-visualserver-features"><span class="std std-ref">Features</span></a> feature <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-has-os-feature"><span class="std std-ref">has_os_feature</span></a> <strong>(</strong> <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> feature <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-begin"><span class="std std-ref">immediate_begin</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> primitive, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-clear"><span class="std std-ref">immediate_clear</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-color"><span class="std std-ref">immediate_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-create"><span class="std std-ref">immediate_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-end"><span class="std std-ref">immediate_end</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-get-material"><span class="std std-ref">immediate_get_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-normal"><span class="std std-ref">immediate_normal</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> normal <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-set-material"><span class="std std-ref">immediate_set_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-tangent"><span class="std std-ref">immediate_tangent</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_plane.html#class-plane"><span class="std std-ref">Plane</span></a> tangent <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-uv"><span class="std std-ref">immediate_uv</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> tex_uv <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-uv2"><span class="std std-ref">immediate_uv2</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> tex_uv <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-vertex"><span class="std std-ref">immediate_vertex</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> vertex <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-immediate-vertex-2d"><span class="std std-ref">immediate_vertex_2d</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> vertex <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-init"><span class="std std-ref">init</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-attach-object-instance-id"><span class="std std-ref">instance_attach_object_instance_id</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> id <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-attach-skeleton"><span class="std std-ref">instance_attach_skeleton</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-create"><span class="std std-ref">instance_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-create2"><span class="std std-ref">instance_create2</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> base, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-geometry-set-cast-shadows-setting"><span class="std std-ref">instance_geometry_set_cast_shadows_setting</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a> shadow_casting_setting <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-geometry-set-flag"><span class="std std-ref">instance_geometry_set_flag</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> flag, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-geometry-set-material-overlay"><span class="std std-ref">instance_geometry_set_material_overlay</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-geometry-set-material-override"><span class="std std-ref">instance_geometry_set_material_override</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-reset-physics-interpolation"><span class="std std-ref">instance_reset_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> base <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-blend-shape-weight"><span class="std std-ref">instance_set_blend_shape_weight</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> shape, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> weight <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-custom-aabb"><span class="std std-ref">instance_set_custom_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-exterior"><span class="std std-ref">instance_set_exterior</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-extra-visibility-margin"><span class="std std-ref">instance_set_extra_visibility_margin</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> margin <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-interpolated"><span class="std std-ref">instance_set_interpolated</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-layer-mask"><span class="std std-ref">instance_set_layer_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-scenario"><span class="std std-ref">instance_set_scenario</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-surface-material"><span class="std std-ref">instance_set_surface_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-transform"><span class="std std-ref">instance_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-use-lightmap"><span class="std std-ref">instance_set_use_lightmap</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> lightmap_instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> lightmap, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> lightmap_slice=-1, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> lightmap_uv_rect=Rect2( 0, 0, 1, 1 ) <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instance-set-visible"><span class="std std-ref">instance_set_visible</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> visible <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instances-cull-aabb"><span class="std std-ref">instances_cull_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instances-cull-convex"><span class="std std-ref">instances_cull_convex</span></a> <strong>(</strong> <a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> convex, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-instances-cull-ray"><span class="std std-ref">instances_cull_ray</span></a> <strong>(</strong> <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> from, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> to, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-directional-set-blend-splits"><span class="std std-ref">light_directional_set_blend_splits</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-directional-set-shadow-depth-range-mode"><span class="std std-ref">light_directional_set_shadow_depth_range_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightdirectionalshadowdepthrangemode"><span class="std std-ref">LightDirectionalShadowDepthRangeMode</span></a> range_mode <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-directional-set-shadow-mode"><span class="std std-ref">light_directional_set_shadow_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> mode <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-omni-set-shadow-detail"><span class="std std-ref">light_omni_set_shadow_detail</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightomnishadowdetail"><span class="std std-ref">LightOmniShadowDetail</span></a> detail <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-omni-set-shadow-mode"><span class="std std-ref">light_omni_set_shadow_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightomnishadowmode"><span class="std std-ref">LightOmniShadowMode</span></a> mode <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-bake-mode"><span class="std std-ref">light_set_bake_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightbakemode"><span class="std std-ref">LightBakeMode</span></a> bake_mode <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-color"><span class="std std-ref">light_set_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-cull-mask"><span class="std std-ref">light_set_cull_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-negative"><span class="std std-ref">light_set_negative</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-param"><span class="std std-ref">light_set_param</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> param, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> value <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-projector"><span class="std std-ref">light_set_projector</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-reverse-cull-face-mode"><span class="std std-ref">light_set_reverse_cull_face_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-shadow"><span class="std std-ref">light_set_shadow</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-shadow-color"><span class="std std-ref">light_set_shadow_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-light-set-use-gi"><span class="std std-ref">light_set_use_gi</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-create"><span class="std std-ref">lightmap_capture_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-get-bounds"><span class="std std-ref">lightmap_capture_get_bounds</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-get-energy"><span class="std std-ref">lightmap_capture_get_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-get-octree"><span class="std std-ref">lightmap_capture_get_octree</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-get-octree-cell-subdiv"><span class="std std-ref">lightmap_capture_get_octree_cell_subdiv</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-get-octree-cell-transform"><span class="std std-ref">lightmap_capture_get_octree_cell_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-is-interior"><span class="std std-ref">lightmap_capture_is_interior</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-set-bounds"><span class="std std-ref">lightmap_capture_set_bounds</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> bounds <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-set-energy"><span class="std std-ref">lightmap_capture_set_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-set-interior"><span class="std std-ref">lightmap_capture_set_interior</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interior <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-set-octree"><span class="std std-ref">lightmap_capture_set_octree</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> octree <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-set-octree-cell-subdiv"><span class="std std-ref">lightmap_capture_set_octree_cell_subdiv</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> subdiv <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-lightmap-capture-set-octree-cell-transform"><span class="std std-ref">lightmap_capture_set_octree_cell_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> xform <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-make-sphere-mesh"><span class="std std-ref">make_sphere_mesh</span></a> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> latitudes, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> longitudes, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-create"><span class="std std-ref">material_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-get-param"><span class="std std-ref">material_get_param</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> parameter <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-get-param-default"><span class="std std-ref">material_get_param_default</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> parameter <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-get-shader"><span class="std std-ref">material_get_shader</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader_material <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-set-line-width"><span class="std std-ref">material_set_line_width</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-set-next-pass"><span class="std std-ref">material_set_next_pass</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> next_material <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-set-param"><span class="std std-ref">material_set_param</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> parameter, <a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a> value <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-set-render-priority"><span class="std std-ref">material_set_render_priority</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> priority <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-material-set-shader"><span class="std std-ref">material_set_shader</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader_material, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-add-surface-from-arrays"><span class="std std-ref">mesh_add_surface_from_arrays</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> primitive, <a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> arrays, <a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> blend_shapes=[ ], <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> compress_format=2194432 <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-clear"><span class="std std-ref">mesh_clear</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-create"><span class="std std-ref">mesh_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-get-blend-shape-count"><span class="std std-ref">mesh_get_blend_shape_count</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#enum-visualserver-blendshapemode"><span class="std std-ref">BlendShapeMode</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-get-blend-shape-mode"><span class="std std-ref">mesh_get_blend_shape_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-get-custom-aabb"><span class="std std-ref">mesh_get_custom_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-get-surface-count"><span class="std std-ref">mesh_get_surface_count</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-remove-surface"><span class="std std-ref">mesh_remove_surface</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-set-blend-shape-count"><span class="std std-ref">mesh_set_blend_shape_count</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> amount <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-set-blend-shape-mode"><span class="std std-ref">mesh_set_blend_shape_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="#enum-visualserver-blendshapemode"><span class="std std-ref">BlendShapeMode</span></a> mode <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-set-custom-aabb"><span class="std std-ref">mesh_set_custom_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-aabb"><span class="std std-ref">mesh_surface_get_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-array"><span class="std std-ref">mesh_surface_get_array</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-array-index-len"><span class="std std-ref">mesh_surface_get_array_index_len</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-array-len"><span class="std std-ref">mesh_surface_get_array_len</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-arrays"><span class="std std-ref">mesh_surface_get_arrays</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-blend-shape-arrays"><span class="std std-ref">mesh_surface_get_blend_shape_arrays</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-format"><span class="std std-ref">mesh_surface_get_format</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-format-offset"><span class="std std-ref">mesh_surface_get_format_offset</span></a> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> format, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> vertex_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> array_index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-format-stride"><span class="std std-ref">mesh_surface_get_format_stride</span></a> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> format, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> vertex_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> array_index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-index-array"><span class="std std-ref">mesh_surface_get_index_array</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-material"><span class="std std-ref">mesh_surface_get_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-primitive-type"><span class="std std-ref">mesh_surface_get_primitive_type</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-get-skeleton-aabb"><span class="std std-ref">mesh_surface_get_skeleton_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-set-material"><span class="std std-ref">mesh_surface_set_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-mesh-surface-update-region"><span class="std std-ref">mesh_surface_update_region</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> offset, <a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> data <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-allocate"><span class="std std-ref">multimesh_allocate</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> instances, <a class="reference internal" href="#enum-visualserver-multimeshtransformformat"><span class="std std-ref">MultimeshTransformFormat</span></a> transform_format, <a class="reference internal" href="#enum-visualserver-multimeshcolorformat"><span class="std std-ref">MultimeshColorFormat</span></a> color_format, <a class="reference internal" href="#enum-visualserver-multimeshcustomdataformat"><span class="std std-ref">MultimeshCustomDataFormat</span></a> custom_data_format=0 <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-create"><span class="std std-ref">multimesh_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-get-aabb"><span class="std std-ref">multimesh_get_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-get-instance-count"><span class="std std-ref">multimesh_get_instance_count</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-get-mesh"><span class="std std-ref">multimesh_get_mesh</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-get-visible-instances"><span class="std std-ref">multimesh_get_visible_instances</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-get-color"><span class="std std-ref">multimesh_instance_get_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-get-custom-data"><span class="std std-ref">multimesh_instance_get_custom_data</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-get-transform"><span class="std std-ref">multimesh_instance_get_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-get-transform-2d"><span class="std std-ref">multimesh_instance_get_transform_2d</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-reset-physics-interpolation"><span class="std std-ref">multimesh_instance_reset_physics_interpolation</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-set-color"><span class="std std-ref">multimesh_instance_set_color</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-set-custom-data"><span class="std std-ref">multimesh_instance_set_custom_data</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> custom_data <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-set-transform"><span class="std std-ref">multimesh_instance_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-instance-set-transform-2d"><span class="std std-ref">multimesh_instance_set_transform_2d</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-set-as-bulk-array"><span class="std std-ref">multimesh_set_as_bulk_array</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> array <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-set-as-bulk-array-interpolated"><span class="std std-ref">multimesh_set_as_bulk_array_interpolated</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> array, <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> array_previous <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-set-mesh"><span class="std std-ref">multimesh_set_mesh</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-set-physics-interpolated"><span class="std std-ref">multimesh_set_physics_interpolated</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-set-physics-interpolation-quality"><span class="std std-ref">multimesh_set_physics_interpolation_quality</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="#enum-visualserver-multimeshphysicsinterpolationquality"><span class="std std-ref">MultimeshPhysicsInterpolationQuality</span></a> quality <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-multimesh-set-visible-instances"><span class="std std-ref">multimesh_set_visible_instances</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> visible <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-omni-light-create"><span class="std std-ref">omni_light_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-create"><span class="std std-ref">particles_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-get-current-aabb"><span class="std std-ref">particles_get_current_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-get-emitting"><span class="std std-ref">particles_get_emitting</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-is-inactive"><span class="std std-ref">particles_is_inactive</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-request-process"><span class="std std-ref">particles_request_process</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-restart"><span class="std std-ref">particles_restart</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-amount"><span class="std std-ref">particles_set_amount</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> amount <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-custom-aabb"><span class="std std-ref">particles_set_custom_aabb</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-draw-order"><span class="std std-ref">particles_set_draw_order</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a> order <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-draw-pass-mesh"><span class="std std-ref">particles_set_draw_pass_mesh</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> pass, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-draw-passes"><span class="std std-ref">particles_set_draw_passes</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> count <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-emission-transform"><span class="std std-ref">particles_set_emission_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-emitting"><span class="std std-ref">particles_set_emitting</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> emitting <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-explosiveness-ratio"><span class="std std-ref">particles_set_explosiveness_ratio</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> ratio <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-fixed-fps"><span class="std std-ref">particles_set_fixed_fps</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> fps <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-fractional-delta"><span class="std std-ref">particles_set_fractional_delta</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-lifetime"><span class="std std-ref">particles_set_lifetime</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> lifetime <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-one-shot"><span class="std std-ref">particles_set_one_shot</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> one_shot <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-pre-process-time"><span class="std std-ref">particles_set_pre_process_time</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> time <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-process-material"><span class="std std-ref">particles_set_process_material</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-randomness-ratio"><span class="std std-ref">particles_set_randomness_ratio</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> ratio <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-speed-scale"><span class="std std-ref">particles_set_speed_scale</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-particles-set-use-local-coordinates"><span class="std std-ref">particles_set_use_local_coordinates</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-create"><span class="std std-ref">reflection_probe_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-as-interior"><span class="std std-ref">reflection_probe_set_as_interior</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-cull-mask"><span class="std std-ref">reflection_probe_set_cull_mask</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layers <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-enable-box-projection"><span class="std std-ref">reflection_probe_set_enable_box_projection</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-enable-shadows"><span class="std std-ref">reflection_probe_set_enable_shadows</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-extents"><span class="std std-ref">reflection_probe_set_extents</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> extents <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-intensity"><span class="std std-ref">reflection_probe_set_intensity</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-interior-ambient"><span class="std std-ref">reflection_probe_set_interior_ambient</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-interior-ambient-energy"><span class="std std-ref">reflection_probe_set_interior_ambient_energy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-interior-ambient-probe-contribution"><span class="std std-ref">reflection_probe_set_interior_ambient_probe_contribution</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> contrib <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-max-distance"><span class="std std-ref">reflection_probe_set_max_distance</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> distance <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-origin-offset"><span class="std std-ref">reflection_probe_set_origin_offset</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> offset <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-reflection-probe-set-update-mode"><span class="std std-ref">reflection_probe_set_update_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="#enum-visualserver-reflectionprobeupdatemode"><span class="std std-ref">ReflectionProbeUpdateMode</span></a> mode <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-request-frame-drawn-callback"><span class="std std-ref">request_frame_drawn_callback</span></a> <strong>(</strong> <a class="reference internal" href="class_object.html#class-object"><span class="std std-ref">Object</span></a> where, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> method, <a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a> userdata <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-scenario-create"><span class="std std-ref">scenario_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-scenario-set-debug"><span class="std std-ref">scenario_set_debug</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> debug_mode <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-scenario-set-environment"><span class="std std-ref">scenario_set_environment</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> environment <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-scenario-set-fallback-environment"><span class="std std-ref">scenario_set_fallback_environment</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> environment <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-scenario-set-reflection-atlas-size"><span class="std std-ref">scenario_set_reflection_atlas_size</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> size, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> subdiv <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-set-boot-image"><span class="std std-ref">set_boot_image</span></a> <strong>(</strong> <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> scale, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> use_filter=true <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-set-debug-generate-wireframes"><span class="std std-ref">set_debug_generate_wireframes</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> generate <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-set-default-clear-color"><span class="std std-ref">set_default_clear_color</span></a> <strong>(</strong> <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-set-shader-async-hidden-forbidden"><span class="std std-ref">set_shader_async_hidden_forbidden</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> forbidden <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-set-shader-time-scale"><span class="std std-ref">set_shader_time_scale</span></a> <strong>(</strong> <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-set-use-occlusion-culling"><span class="std std-ref">set_use_occlusion_culling</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-shader-create"><span class="std std-ref">shader_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-shader-get-code"><span class="std std-ref">shader_get_code</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-shader-get-default-texture-param"><span class="std std-ref">shader_get_default_texture_param</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> name <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-shader-get-param-list"><span class="std std-ref">shader_get_param_list</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-shader-set-code"><span class="std std-ref">shader_set_code</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> code <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-shader-set-default-texture-param"><span class="std std-ref">shader_set_default_texture_param</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> name, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-allocate"><span class="std std-ref">skeleton_allocate</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bones, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> is_2d_skeleton=false <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-bone-get-transform"><span class="std std-ref">skeleton_bone_get_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-bone-get-transform-2d"><span class="std std-ref">skeleton_bone_get_transform_2d</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-bone-set-transform"><span class="std std-ref">skeleton_bone_set_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-bone-set-transform-2d"><span class="std std-ref">skeleton_bone_set_transform_2d</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-create"><span class="std std-ref">skeleton_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-skeleton-get-bone-count"><span class="std std-ref">skeleton_get_bone_count</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-sky-create"><span class="std std-ref">sky_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-sky-set-texture"><span class="std std-ref">sky_set_texture</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> sky, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> cube_map, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> radiance_size <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-spot-light-create"><span class="std std-ref">spot_light_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-sync"><span class="std std-ref">sync</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-allocate"><span class="std std-ref">texture_allocate</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> width, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> height, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> depth_3d, <a class="reference internal" href="class_image.html#enum-image-format"><span class="std std-ref">Format</span></a> format, <a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> type, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> flags=7 <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-bind"><span class="std std-ref">texture_bind</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> number <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-create"><span class="std std-ref">texture_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-create-from-image"><span class="std std-ref">texture_create_from_image</span></a> <strong>(</strong> <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> flags=7 <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-debug-usage"><span class="std std-ref">texture_debug_usage</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-data"><span class="std std-ref">texture_get_data</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> cube_side=0 <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-depth"><span class="std std-ref">texture_get_depth</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-flags"><span class="std std-ref">texture_get_flags</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_image.html#enum-image-format"><span class="std std-ref">Format</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-format"><span class="std std-ref">texture_get_format</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-height"><span class="std std-ref">texture_get_height</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-path"><span class="std std-ref">texture_get_path</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-texid"><span class="std std-ref">texture_get_texid</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-type"><span class="std std-ref">texture_get_type</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-get-width"><span class="std std-ref">texture_get_width</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-data"><span class="std std-ref">texture_set_data</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layer=0 <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-data-partial"><span class="std std-ref">texture_set_data_partial</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_x, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_y, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_w, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_h, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> dst_x, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> dst_y, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> dst_mip, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layer=0 <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-flags"><span class="std std-ref">texture_set_flags</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> flags <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-path"><span class="std std-ref">texture_set_path</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> path <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-proxy"><span class="std std-ref">texture_set_proxy</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> proxy, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> base <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-shrink-all-x2-on-set-data"><span class="std std-ref">texture_set_shrink_all_x2_on_set_data</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> shrink <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-texture-set-size-override"><span class="std std-ref">texture_set_size_override</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> width, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> height, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> depth <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-textures-keep-original"><span class="std std-ref">textures_keep_original</span></a> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-attach-camera"><span class="std std-ref">viewport_attach_camera</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-attach-canvas"><span class="std std-ref">viewport_attach_canvas</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-attach-to-screen"><span class="std std-ref">viewport_attach_to_screen</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect=Rect2( 0, 0, 0, 0 ), <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> screen=0 <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-create"><span class="std std-ref">viewport_create</span></a> <strong>(</strong> <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-detach"><span class="std std-ref">viewport_detach</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-get-render-info"><span class="std std-ref">viewport_get_render_info</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> info <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a></p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-get-texture"><span class="std std-ref">viewport_get_texture</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-remove-canvas"><span class="std std-ref">viewport_remove_canvas</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-active"><span class="std std-ref">viewport_set_active</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> active <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-canvas-stacking"><span class="std std-ref">viewport_set_canvas_stacking</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layer, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> sublayer <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-canvas-transform"><span class="std std-ref">viewport_set_canvas_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> offset <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-clear-mode"><span class="std std-ref">viewport_set_clear_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportclearmode"><span class="std std-ref">ViewportClearMode</span></a> clear_mode <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-debug-draw"><span class="std std-ref">viewport_set_debug_draw</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> draw <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-disable-3d"><span class="std std-ref">viewport_set_disable_3d</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> disabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-disable-environment"><span class="std std-ref">viewport_set_disable_environment</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> disabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-global-canvas-transform"><span class="std std-ref">viewport_set_global_canvas_transform</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-hdr"><span class="std std-ref">viewport_set_hdr</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-hide-canvas"><span class="std std-ref">viewport_set_hide_canvas</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> hidden <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-hide-scenario"><span class="std std-ref">viewport_set_hide_scenario</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> hidden <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-msaa"><span class="std std-ref">viewport_set_msaa</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> msaa <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-parent-viewport"><span class="std std-ref">viewport_set_parent_viewport</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> parent_viewport <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-render-direct-to-screen"><span class="std std-ref">viewport_set_render_direct_to_screen</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-scenario"><span class="std std-ref">viewport_set_scenario</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-shadow-atlas-quadrant-subdivision"><span class="std std-ref">viewport_set_shadow_atlas_quadrant_subdivision</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> quadrant, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> subdivision <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-shadow-atlas-size"><span class="std std-ref">viewport_set_shadow_atlas_size</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> size <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-sharpen-intensity"><span class="std std-ref">viewport_set_sharpen_intensity</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-size"><span class="std std-ref">viewport_set_size</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> width, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> height <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-transparent-background"><span class="std std-ref">viewport_set_transparent_background</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-update-mode"><span class="std std-ref">viewport_set_update_mode</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> update_mode <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-usage"><span class="std std-ref">viewport_set_usage</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> usage <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-use-32-bpc-depth"><span class="std std-ref">viewport_set_use_32_bpc_depth</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-use-arvr"><span class="std std-ref">viewport_set_use_arvr</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> use_arvr <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-use-debanding"><span class="std std-ref">viewport_set_use_debanding</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> debanding <strong>)</strong></p></td>
</tr>
<tr class="row-odd"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-use-fxaa"><span class="std std-ref">viewport_set_use_fxaa</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> fxaa <strong>)</strong></p></td>
</tr>
<tr class="row-even"><td><p>void</p></td>
<td><p><a class="reference internal" href="#class-visualserver-method-viewport-set-vflip"><span class="std std-ref">viewport_set_vflip</span></a> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p></td>
</tr>
</tbody>
</table>
</section>
<hr class="classref-section-separator docutils" />
<section class="classref-descriptions-group" id="signals">
<h2>Signals<a class="headerlink" href="#signals" title="Permalink to this headline">¶</a></h2>
<p class="classref-signal" id="class-visualserver-signal-frame-post-draw"><strong>frame_post_draw</strong> <strong>(</strong> <strong>)</strong></p>
<p>Emitted at the end of the frame, after the VisualServer has finished updating all the Viewports.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-signal" id="class-visualserver-signal-frame-pre-draw"><strong>frame_pre_draw</strong> <strong>(</strong> <strong>)</strong></p>
<p>Emitted at the beginning of the frame, before the VisualServer updates all the Viewports.</p>
</section>
<hr class="classref-section-separator docutils" />
<section class="classref-descriptions-group" id="enumerations">
<h2>Enumerations<a class="headerlink" href="#enumerations" title="Permalink to this headline">¶</a></h2>
<p class="classref-enumeration" id="enum-visualserver-cubemapside">enum <strong>CubeMapSide</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-cubemap-left"><a class="reference internal" href="#enum-visualserver-cubemapside"><span class="std std-ref">CubeMapSide</span></a> <strong>CUBEMAP_LEFT</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Marks the left side of a cubemap.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-cubemap-right"><a class="reference internal" href="#enum-visualserver-cubemapside"><span class="std std-ref">CubeMapSide</span></a> <strong>CUBEMAP_RIGHT</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Marks the right side of a cubemap.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-cubemap-bottom"><a class="reference internal" href="#enum-visualserver-cubemapside"><span class="std std-ref">CubeMapSide</span></a> <strong>CUBEMAP_BOTTOM</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Marks the bottom side of a cubemap.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-cubemap-top"><a class="reference internal" href="#enum-visualserver-cubemapside"><span class="std std-ref">CubeMapSide</span></a> <strong>CUBEMAP_TOP</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Marks the top side of a cubemap.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-cubemap-front"><a class="reference internal" href="#enum-visualserver-cubemapside"><span class="std std-ref">CubeMapSide</span></a> <strong>CUBEMAP_FRONT</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Marks the front side of a cubemap.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-cubemap-back"><a class="reference internal" href="#enum-visualserver-cubemapside"><span class="std std-ref">CubeMapSide</span></a> <strong>CUBEMAP_BACK</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Marks the back side of a cubemap.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-texturetype">enum <strong>TextureType</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-type-2d"><a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> <strong>TEXTURE_TYPE_2D</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Normal texture with 2 dimensions, width and height.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-type-cubemap"><a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> <strong>TEXTURE_TYPE_CUBEMAP</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Texture made up of six faces, can be looked up with a <code class="docutils literal notranslate"><span class="pre">vec3</span></code> in shader.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-type-2d-array"><a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> <strong>TEXTURE_TYPE_2D_ARRAY</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>An array of 2-dimensional textures.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-type-3d"><a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> <strong>TEXTURE_TYPE_3D</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>A 3-dimensional texture with width, height, and depth.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-textureflags">enum <strong>TextureFlags</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-mipmaps"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_MIPMAPS</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-repeat"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_REPEAT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Repeats the texture (instead of clamp to edge).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-filter"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_FILTER</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Uses a magnifying filter, to enable smooth zooming in of the texture.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-anisotropic-filter"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_ANISOTROPIC_FILTER</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.</p>
<p>This results in better-looking textures when viewed from oblique angles.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-convert-to-linear"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_CONVERT_TO_LINEAR</strong> = <code class="docutils literal notranslate"><span class="pre">16</span></code></p>
<p>Converts the texture to the sRGB color space.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-mirrored-repeat"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_MIRRORED_REPEAT</strong> = <code class="docutils literal notranslate"><span class="pre">32</span></code></p>
<p>Repeats the texture with alternate sections mirrored.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flag-used-for-streaming"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAG_USED_FOR_STREAMING</strong> = <code class="docutils literal notranslate"><span class="pre">2048</span></code></p>
<p>Texture is a video surface.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-texture-flags-default"><a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> <strong>TEXTURE_FLAGS_DEFAULT</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>Default flags. <a class="reference internal" href="#class-visualserver-constant-texture-flag-mipmaps"><span class="std std-ref">TEXTURE_FLAG_MIPMAPS</span></a>, <a class="reference internal" href="#class-visualserver-constant-texture-flag-repeat"><span class="std std-ref">TEXTURE_FLAG_REPEAT</span></a> and <a class="reference internal" href="#class-visualserver-constant-texture-flag-filter"><span class="std std-ref">TEXTURE_FLAG_FILTER</span></a> are enabled.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-shadermode">enum <strong>ShaderMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shader-spatial"><a class="reference internal" href="#enum-visualserver-shadermode"><span class="std std-ref">ShaderMode</span></a> <strong>SHADER_SPATIAL</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Shader is a 3D shader.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shader-canvas-item"><a class="reference internal" href="#enum-visualserver-shadermode"><span class="std std-ref">ShaderMode</span></a> <strong>SHADER_CANVAS_ITEM</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Shader is a 2D shader.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shader-particles"><a class="reference internal" href="#enum-visualserver-shadermode"><span class="std std-ref">ShaderMode</span></a> <strong>SHADER_PARTICLES</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Shader is a particle shader.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shader-max"><a class="reference internal" href="#enum-visualserver-shadermode"><span class="std std-ref">ShaderMode</span></a> <strong>SHADER_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-shadermode"><span class="std std-ref">ShaderMode</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-arraytype">enum <strong>ArrayType</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-vertex"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_VERTEX</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Array is a vertex array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-normal"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_NORMAL</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Array is a normal array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-tangent"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_TANGENT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Array is a tangent array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-color"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_COLOR</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Array is a color array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-tex-uv"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_TEX_UV</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Array is an UV coordinates array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-tex-uv2"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_TEX_UV2</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Array is an UV coordinates array for the second UV coordinates.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-bones"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_BONES</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>Array contains bone information.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-weights"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_WEIGHTS</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>Array is weight information.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-index"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_INDEX</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>Array is index array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-max"><a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> <strong>ARRAY_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">9</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-arraytype"><span class="std std-ref">ArrayType</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-arrayformat">enum <strong>ArrayFormat</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-vertex"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_VERTEX</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Flag used to mark a vertex array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-normal"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_NORMAL</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Flag used to mark a normal array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-tangent"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_TANGENT</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Flag used to mark a tangent array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-color"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_COLOR</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>Flag used to mark a color array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-tex-uv"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_TEX_UV</strong> = <code class="docutils literal notranslate"><span class="pre">16</span></code></p>
<p>Flag used to mark an UV coordinates array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-tex-uv2"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_TEX_UV2</strong> = <code class="docutils literal notranslate"><span class="pre">32</span></code></p>
<p>Flag used to mark an UV coordinates array for the second UV coordinates.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-bones"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_BONES</strong> = <code class="docutils literal notranslate"><span class="pre">64</span></code></p>
<p>Flag used to mark a bone information array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-weights"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_WEIGHTS</strong> = <code class="docutils literal notranslate"><span class="pre">128</span></code></p>
<p>Flag used to mark a weights array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-format-index"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FORMAT_INDEX</strong> = <code class="docutils literal notranslate"><span class="pre">256</span></code></p>
<p>Flag used to mark an index array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-vertex"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_VERTEX</strong> = <code class="docutils literal notranslate"><span class="pre">512</span></code></p>
<p>Flag used to mark a compressed (half float) vertex array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-normal"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_NORMAL</strong> = <code class="docutils literal notranslate"><span class="pre">1024</span></code></p>
<p>Flag used to mark a compressed (half float) normal array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-tangent"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_TANGENT</strong> = <code class="docutils literal notranslate"><span class="pre">2048</span></code></p>
<p>Flag used to mark a compressed (half float) tangent array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-color"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_COLOR</strong> = <code class="docutils literal notranslate"><span class="pre">4096</span></code></p>
<p>Flag used to mark a compressed (half float) color array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-tex-uv"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_TEX_UV</strong> = <code class="docutils literal notranslate"><span class="pre">8192</span></code></p>
<p>Flag used to mark a compressed (half float) UV coordinates array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-tex-uv2"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_TEX_UV2</strong> = <code class="docutils literal notranslate"><span class="pre">16384</span></code></p>
<p>Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-bones"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_BONES</strong> = <code class="docutils literal notranslate"><span class="pre">32768</span></code></p>
<p>Flag used to mark a compressed bone array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-weights"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_WEIGHTS</strong> = <code class="docutils literal notranslate"><span class="pre">65536</span></code></p>
<p>Flag used to mark a compressed (half float) weight array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-index"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_INDEX</strong> = <code class="docutils literal notranslate"><span class="pre">131072</span></code></p>
<p>Flag used to mark a compressed index array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-flag-use-2d-vertices"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FLAG_USE_2D_VERTICES</strong> = <code class="docutils literal notranslate"><span class="pre">262144</span></code></p>
<p>Flag used to mark that the array contains 2D vertices.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-flag-use-16-bit-bones"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FLAG_USE_16_BIT_BONES</strong> = <code class="docutils literal notranslate"><span class="pre">524288</span></code></p>
<p>Flag used to mark that the array uses 16-bit bones instead of 8-bit.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-flag-use-octahedral-compression"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION</strong> = <code class="docutils literal notranslate"><span class="pre">2097152</span></code></p>
<p>Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-array-compress-default"><a class="reference internal" href="#enum-visualserver-arrayformat"><span class="std std-ref">ArrayFormat</span></a> <strong>ARRAY_COMPRESS_DEFAULT</strong> = <code class="docutils literal notranslate"><span class="pre">2194432</span></code></p>
<p>Used to set flags <a class="reference internal" href="#class-visualserver-constant-array-compress-normal"><span class="std std-ref">ARRAY_COMPRESS_NORMAL</span></a>, <a class="reference internal" href="#class-visualserver-constant-array-compress-tangent"><span class="std std-ref">ARRAY_COMPRESS_TANGENT</span></a>, <a class="reference internal" href="#class-visualserver-constant-array-compress-color"><span class="std std-ref">ARRAY_COMPRESS_COLOR</span></a>, <a class="reference internal" href="#class-visualserver-constant-array-compress-tex-uv"><span class="std std-ref">ARRAY_COMPRESS_TEX_UV</span></a>, <a class="reference internal" href="#class-visualserver-constant-array-compress-tex-uv2"><span class="std std-ref">ARRAY_COMPRESS_TEX_UV2</span></a>, <a class="reference internal" href="#class-visualserver-constant-array-compress-weights"><span class="std std-ref">ARRAY_COMPRESS_WEIGHTS</span></a>, and <a class="reference internal" href="#class-visualserver-constant-array-flag-use-octahedral-compression"><span class="std std-ref">ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION</span></a> quickly.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-primitivetype">enum <strong>PrimitiveType</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-points"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_POINTS</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Primitive to draw consists of points.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-lines"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_LINES</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Primitive to draw consists of lines.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-line-strip"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_LINE_STRIP</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Primitive to draw consists of a line strip from start to end.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-line-loop"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_LINE_LOOP</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-triangles"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_TRIANGLES</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Primitive to draw consists of triangles.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-triangle-strip"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_TRIANGLE_STRIP</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-triangle-fan"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_TRIANGLE_FAN</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-primitive-max"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>PRIMITIVE_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-blendshapemode">enum <strong>BlendShapeMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-blend-shape-mode-normalized"><a class="reference internal" href="#enum-visualserver-blendshapemode"><span class="std std-ref">BlendShapeMode</span></a> <strong>BLEND_SHAPE_MODE_NORMALIZED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Blend shapes are normalized.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-blend-shape-mode-relative"><a class="reference internal" href="#enum-visualserver-blendshapemode"><span class="std std-ref">BlendShapeMode</span></a> <strong>BLEND_SHAPE_MODE_RELATIVE</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Blend shapes are relative to base weight.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lighttype">enum <strong>LightType</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional"><a class="reference internal" href="#enum-visualserver-lighttype"><span class="std std-ref">LightType</span></a> <strong>LIGHT_DIRECTIONAL</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Is a directional (sun) light.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-omni"><a class="reference internal" href="#enum-visualserver-lighttype"><span class="std std-ref">LightType</span></a> <strong>LIGHT_OMNI</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Is an omni light.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-spot"><a class="reference internal" href="#enum-visualserver-lighttype"><span class="std std-ref">LightType</span></a> <strong>LIGHT_SPOT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Is a spot light.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lightparam">enum <strong>LightParam</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-energy"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_ENERGY</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>The light's energy.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-indirect-energy"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_INDIRECT_ENERGY</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Secondary multiplier used with indirect light (light bounces).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-size"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SIZE</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The light's size, currently only used for soft shadows in baked lightmaps.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-specular"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SPECULAR</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>The light's influence on specularity.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-range"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_RANGE</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>The light's range.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-attenuation"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_ATTENUATION</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>The light's attenuation.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-spot-angle"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SPOT_ANGLE</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>The spotlight's angle.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-spot-attenuation"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SPOT_ATTENUATION</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>The spotlight's attenuation.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-contact-shadow-size"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_CONTACT_SHADOW_SIZE</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>Scales the shadow color.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-max-distance"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_MAX_DISTANCE</strong> = <code class="docutils literal notranslate"><span class="pre">9</span></code></p>
<p>Max distance that shadows will be rendered.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-split-1-offset"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET</strong> = <code class="docutils literal notranslate"><span class="pre">10</span></code></p>
<p>Proportion of shadow atlas occupied by the first split.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-split-2-offset"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET</strong> = <code class="docutils literal notranslate"><span class="pre">11</span></code></p>
<p>Proportion of shadow atlas occupied by the second split.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-split-3-offset"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET</strong> = <code class="docutils literal notranslate"><span class="pre">12</span></code></p>
<p>Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-normal-bias"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_NORMAL_BIAS</strong> = <code class="docutils literal notranslate"><span class="pre">13</span></code></p>
<p>Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-bias"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_BIAS</strong> = <code class="docutils literal notranslate"><span class="pre">14</span></code></p>
<p>Bias the shadow lookup to fix self-shadowing artifacts.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-bias-split-scale"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE</strong> = <code class="docutils literal notranslate"><span class="pre">15</span></code></p>
<p>Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-shadow-fade-start"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_SHADOW_FADE_START</strong> = <code class="docutils literal notranslate"><span class="pre">16</span></code></p>
<p>Proportion of <a class="reference internal" href="#class-visualserver-constant-light-param-shadow-max-distance"><span class="std std-ref">LIGHT_PARAM_SHADOW_MAX_DISTANCE</span></a> at which point the shadow starts to fade. At <a class="reference internal" href="#class-visualserver-constant-light-param-shadow-max-distance"><span class="std std-ref">LIGHT_PARAM_SHADOW_MAX_DISTANCE</span></a>, the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the <a class="reference internal" href="#class-visualserver-constant-light-param-shadow-max-distance"><span class="std std-ref">LIGHT_PARAM_SHADOW_MAX_DISTANCE</span></a> is low, consider lowering <a class="reference internal" href="#class-visualserver-constant-light-param-shadow-fade-start"><span class="std std-ref">LIGHT_PARAM_SHADOW_FADE_START</span></a> below <code class="docutils literal notranslate"><span class="pre">0.8</span></code> to make shadow transitions less noticeable. On the other hand, if you tuned <a class="reference internal" href="#class-visualserver-constant-light-param-shadow-max-distance"><span class="std std-ref">LIGHT_PARAM_SHADOW_MAX_DISTANCE</span></a> to cover the entire scene, you can set <a class="reference internal" href="#class-visualserver-constant-light-param-shadow-fade-start"><span class="std std-ref">LIGHT_PARAM_SHADOW_FADE_START</span></a> to <code class="docutils literal notranslate"><span class="pre">1.0</span></code> to prevent the shadow from fading in the distance (it will suddenly cut off instead).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-param-max"><a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> <strong>LIGHT_PARAM_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">17</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lightbakemode">enum <strong>LightBakeMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-bake-disabled"><a class="reference internal" href="#enum-visualserver-lightbakemode"><span class="std std-ref">LightBakeMode</span></a> <strong>LIGHT_BAKE_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-bake-indirect"><a class="reference internal" href="#enum-visualserver-lightbakemode"><span class="std std-ref">LightBakeMode</span></a> <strong>LIGHT_BAKE_INDIRECT</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-bake-all"><a class="reference internal" href="#enum-visualserver-lightbakemode"><span class="std std-ref">LightBakeMode</span></a> <strong>LIGHT_BAKE_ALL</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lightomnishadowmode">enum <strong>LightOmniShadowMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-omni-shadow-dual-paraboloid"><a class="reference internal" href="#enum-visualserver-lightomnishadowmode"><span class="std std-ref">LightOmniShadowMode</span></a> <strong>LIGHT_OMNI_SHADOW_DUAL_PARABOLOID</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Use a dual paraboloid shadow map for omni lights.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-omni-shadow-cube"><a class="reference internal" href="#enum-visualserver-lightomnishadowmode"><span class="std std-ref">LightOmniShadowMode</span></a> <strong>LIGHT_OMNI_SHADOW_CUBE</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lightomnishadowdetail">enum <strong>LightOmniShadowDetail</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-omni-shadow-detail-vertical"><a class="reference internal" href="#enum-visualserver-lightomnishadowdetail"><span class="std std-ref">LightOmniShadowDetail</span></a> <strong>LIGHT_OMNI_SHADOW_DETAIL_VERTICAL</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Use more detail vertically when computing shadow map.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-omni-shadow-detail-horizontal"><a class="reference internal" href="#enum-visualserver-lightomnishadowdetail"><span class="std std-ref">LightOmniShadowDetail</span></a> <strong>LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use more detail horizontally when computing shadow map.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lightdirectionalshadowmode">enum <strong>LightDirectionalShadowMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional-shadow-orthogonal"><a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> <strong>LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Use orthogonal shadow projection for directional light.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional-shadow-parallel-2-splits"><a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> <strong>LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use 2 splits for shadow projection when using directional light.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional-shadow-parallel-3-splits"><a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> <strong>LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Use 3 splits for shadow projection when using directional light.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional-shadow-parallel-4-splits"><a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> <strong>LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Use 4 splits for shadow projection when using directional light.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-lightdirectionalshadowdepthrangemode">enum <strong>LightDirectionalShadowDepthRangeMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional-shadow-depth-range-stable"><a class="reference internal" href="#enum-visualserver-lightdirectionalshadowdepthrangemode"><span class="std std-ref">LightDirectionalShadowDepthRangeMode</span></a> <strong>LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Keeps shadows stable as camera moves but has lower effective resolution.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-light-directional-shadow-depth-range-optimized"><a class="reference internal" href="#enum-visualserver-lightdirectionalshadowdepthrangemode"><span class="std std-ref">LightDirectionalShadowDepthRangeMode</span></a> <strong>LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-viewportupdatemode">enum <strong>ViewportUpdateMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-update-disabled"><a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> <strong>VIEWPORT_UPDATE_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Do not update the viewport.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-update-once"><a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> <strong>VIEWPORT_UPDATE_ONCE</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Update the viewport once then set to disabled.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-update-when-visible"><a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> <strong>VIEWPORT_UPDATE_WHEN_VISIBLE</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Update the viewport whenever it is visible.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-update-always"><a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> <strong>VIEWPORT_UPDATE_ALWAYS</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Always update the viewport.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-viewportclearmode">enum <strong>ViewportClearMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-clear-always"><a class="reference internal" href="#enum-visualserver-viewportclearmode"><span class="std std-ref">ViewportClearMode</span></a> <strong>VIEWPORT_CLEAR_ALWAYS</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>The viewport is always cleared before drawing.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-clear-never"><a class="reference internal" href="#enum-visualserver-viewportclearmode"><span class="std std-ref">ViewportClearMode</span></a> <strong>VIEWPORT_CLEAR_NEVER</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>The viewport is never cleared before drawing.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-clear-only-next-frame"><a class="reference internal" href="#enum-visualserver-viewportclearmode"><span class="std std-ref">ViewportClearMode</span></a> <strong>VIEWPORT_CLEAR_ONLY_NEXT_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The viewport is cleared once, then the clear mode is set to <a class="reference internal" href="#class-visualserver-constant-viewport-clear-never"><span class="std std-ref">VIEWPORT_CLEAR_NEVER</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-viewportmsaa">enum <strong>ViewportMSAA</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-disabled"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Multisample antialiasing is disabled.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-2x"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_2X</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Multisample antialiasing is set to 2×.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-4x"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_4X</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Multisample antialiasing is set to 4×.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-8x"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_8X</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Multisample antialiasing is set to 8×.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-16x"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_16X</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Multisample antialiasing is set to 16×.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-ext-2x"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_EXT_2X</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-msaa-ext-4x"><a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> <strong>VIEWPORT_MSAA_EXT_4X</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-viewportusage">enum <strong>ViewportUsage</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-usage-2d"><a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> <strong>VIEWPORT_USAGE_2D</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>The Viewport does not render 3D but samples.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-usage-2d-no-sampling"><a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> <strong>VIEWPORT_USAGE_2D_NO_SAMPLING</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>The Viewport does not render 3D and does not sample.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-usage-3d"><a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> <strong>VIEWPORT_USAGE_3D</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The Viewport renders 3D with effects.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-usage-3d-no-effects"><a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> <strong>VIEWPORT_USAGE_3D_NO_EFFECTS</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>The Viewport renders 3D but without effects.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-viewportrenderinfo">enum <strong>ViewportRenderInfo</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-objects-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Number of objects drawn in a single frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-vertices-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Number of vertices drawn in a single frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-material-changes-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Number of material changes during this frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-shader-changes-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Number of shader changes during this frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-surface-changes-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Number of surface changes during this frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-draw-calls-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Number of draw calls during this frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-2d-items-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>Number of 2d items drawn this frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-2d-draw-calls-in-frame"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>Number of 2d draw calls during this frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-render-info-max"><a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> <strong>VIEWPORT_RENDER_INFO_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-viewportdebugdraw">enum <strong>ViewportDebugDraw</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-debug-draw-disabled"><a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> <strong>VIEWPORT_DEBUG_DRAW_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Debug draw is disabled. Default setting.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-debug-draw-unshaded"><a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> <strong>VIEWPORT_DEBUG_DRAW_UNSHADED</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Debug draw sets objects to unshaded.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-debug-draw-overdraw"><a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> <strong>VIEWPORT_DEBUG_DRAW_OVERDRAW</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Overwrites clear color to <code class="docutils literal notranslate"><span class="pre">(0,0,0,0)</span></code>.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-viewport-debug-draw-wireframe"><a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> <strong>VIEWPORT_DEBUG_DRAW_WIREFRAME</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Debug draw draws objects in wireframe.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-scenariodebugmode">enum <strong>ScenarioDebugMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-scenario-debug-disabled"><a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> <strong>SCENARIO_DEBUG_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Do not use a debug mode.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-scenario-debug-wireframe"><a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> <strong>SCENARIO_DEBUG_WIREFRAME</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Draw all objects as wireframe models.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-scenario-debug-overdraw"><a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> <strong>SCENARIO_DEBUG_OVERDRAW</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Draw all objects in a way that displays how much overdraw is occurring. Overdraw occurs when a section of pixels is drawn and shaded and then another object covers it up. To optimize a scene, you should reduce overdraw.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-scenario-debug-shadeless"><a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> <strong>SCENARIO_DEBUG_SHADELESS</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Draw all objects without shading. Equivalent to setting all objects shaders to <code class="docutils literal notranslate"><span class="pre">unshaded</span></code>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-instancetype">enum <strong>InstanceType</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-none"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_NONE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>The instance does not have a type.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-mesh"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_MESH</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>The instance is a mesh.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-multimesh"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_MULTIMESH</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The instance is a multimesh.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-immediate"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_IMMEDIATE</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>The instance is an immediate geometry.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-particles"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_PARTICLES</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>The instance is a particle emitter.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-light"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_LIGHT</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>The instance is a light.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-reflection-probe"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_REFLECTION_PROBE</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>The instance is a reflection probe.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-gi-probe"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_GI_PROBE</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>The instance is a GI probe.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-lightmap-capture"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_LIGHTMAP_CAPTURE</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>The instance is a lightmap capture.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-max"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">9</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> enum.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-geometry-mask"><a class="reference internal" href="#enum-visualserver-instancetype"><span class="std std-ref">InstanceType</span></a> <strong>INSTANCE_GEOMETRY_MASK</strong> = <code class="docutils literal notranslate"><span class="pre">30</span></code></p>
<p>A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-instanceflags">enum <strong>InstanceFlags</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-flag-use-baked-light"><a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> <strong>INSTANCE_FLAG_USE_BAKED_LIGHT</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Allows the instance to be used in baked lighting.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-flag-draw-next-frame-if-visible"><a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> <strong>INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>When set, manually requests to draw geometry on next frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-instance-flag-max"><a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> <strong>INSTANCE_FLAG_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-shadowcastingsetting">enum <strong>ShadowCastingSetting</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shadow-casting-setting-off"><a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a> <strong>SHADOW_CASTING_SETTING_OFF</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Disable shadows from this instance.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shadow-casting-setting-on"><a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a> <strong>SHADOW_CASTING_SETTING_ON</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Cast shadows from this instance.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shadow-casting-setting-double-sided"><a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a> <strong>SHADOW_CASTING_SETTING_DOUBLE_SIDED</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-shadow-casting-setting-shadows-only"><a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a> <strong>SHADOW_CASTING_SETTING_SHADOWS_ONLY</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Only render the shadows from the object. The object itself will not be drawn.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-ninepatchaxismode">enum <strong>NinePatchAxisMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-nine-patch-stretch"><a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> <strong>NINE_PATCH_STRETCH</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>The nine patch gets stretched where needed.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-nine-patch-tile"><a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> <strong>NINE_PATCH_TILE</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>The nine patch gets filled with tiles where needed.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-nine-patch-tile-fit"><a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> <strong>NINE_PATCH_TILE_FIT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The nine patch gets filled with tiles where needed and stretches them a bit if needed.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-canvaslightmode">enum <strong>CanvasLightMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-mode-add"><a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> <strong>CANVAS_LIGHT_MODE_ADD</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Adds light color additive to the canvas.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-mode-sub"><a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> <strong>CANVAS_LIGHT_MODE_SUB</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Adds light color subtractive to the canvas.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-mode-mix"><a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> <strong>CANVAS_LIGHT_MODE_MIX</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The light adds color depending on transparency.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-mode-mask"><a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> <strong>CANVAS_LIGHT_MODE_MASK</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>The light adds color depending on mask.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-canvaslightshadowfilter">enum <strong>CanvasLightShadowFilter</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-filter-none"><a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> <strong>CANVAS_LIGHT_FILTER_NONE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Do not apply a filter to canvas light shadows.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-filter-pcf3"><a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> <strong>CANVAS_LIGHT_FILTER_PCF3</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use PCF3 filtering to filter canvas light shadows.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-filter-pcf5"><a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> <strong>CANVAS_LIGHT_FILTER_PCF5</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Use PCF5 filtering to filter canvas light shadows.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-filter-pcf7"><a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> <strong>CANVAS_LIGHT_FILTER_PCF7</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Use PCF7 filtering to filter canvas light shadows.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-filter-pcf9"><a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> <strong>CANVAS_LIGHT_FILTER_PCF9</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Use PCF9 filtering to filter canvas light shadows.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-light-filter-pcf13"><a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> <strong>CANVAS_LIGHT_FILTER_PCF13</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Use PCF13 filtering to filter canvas light shadows.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-canvasoccluderpolygoncullmode">enum <strong>CanvasOccluderPolygonCullMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-occluder-polygon-cull-disabled"><a class="reference internal" href="#enum-visualserver-canvasoccluderpolygoncullmode"><span class="std std-ref">CanvasOccluderPolygonCullMode</span></a> <strong>CANVAS_OCCLUDER_POLYGON_CULL_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Culling of the canvas occluder is disabled.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-occluder-polygon-cull-clockwise"><a class="reference internal" href="#enum-visualserver-canvasoccluderpolygoncullmode"><span class="std std-ref">CanvasOccluderPolygonCullMode</span></a> <strong>CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Culling of the canvas occluder is clockwise.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-canvas-occluder-polygon-cull-counter-clockwise"><a class="reference internal" href="#enum-visualserver-canvasoccluderpolygoncullmode"><span class="std std-ref">CanvasOccluderPolygonCullMode</span></a> <strong>CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Culling of the canvas occluder is counterclockwise.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-renderinfo">enum <strong>RenderInfo</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-objects-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_OBJECTS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>The amount of objects in the frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-vertices-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_VERTICES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>The amount of vertices in the frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-material-changes-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_MATERIAL_CHANGES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>The amount of modified materials in the frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-shader-changes-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_SHADER_CHANGES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>The amount of shader rebinds in the frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-shader-compiles-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_SHADER_COMPILES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>The peak amount of shaders that have been under compilation in the frame.</p>
<p>This is useful to know when asynchronous shader compilation has finished for the current shaders on screen.</p>
<p><strong>Note:</strong> For complete certainty, only assume there are no outstanding compilations when this value is zero for at least two frames in a row.</p>
<p>Unimplemented in the GLES2 rendering backend, always returns 0.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-surface-changes-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_SURFACE_CHANGES_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>The amount of surface changes in the frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-draw-calls-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_DRAW_CALLS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">6</span></code></p>
<p>The amount of draw calls in frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-2d-items-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_2D_ITEMS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>The amount of 2d items in the frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-2d-draw-calls-in-frame"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_2D_DRAW_CALLS_IN_FRAME</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>The amount of 2d draw calls in frame.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-usage-video-mem-total"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_USAGE_VIDEO_MEM_TOTAL</strong> = <code class="docutils literal notranslate"><span class="pre">9</span></code></p>
<p>Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-video-mem-used"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_VIDEO_MEM_USED</strong> = <code class="docutils literal notranslate"><span class="pre">10</span></code></p>
<p>The amount of video memory used, i.e. texture and vertex memory combined.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-texture-mem-used"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_TEXTURE_MEM_USED</strong> = <code class="docutils literal notranslate"><span class="pre">11</span></code></p>
<p>The amount of texture memory used.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-info-vertex-mem-used"><a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> <strong>INFO_VERTEX_MEM_USED</strong> = <code class="docutils literal notranslate"><span class="pre">12</span></code></p>
<p>The amount of vertex memory used.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-features">enum <strong>Features</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-feature-shaders"><a class="reference internal" href="#enum-visualserver-features"><span class="std std-ref">Features</span></a> <strong>FEATURE_SHADERS</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Hardware supports shaders. This enum is currently unused in Godot 3.x.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-feature-multithreaded"><a class="reference internal" href="#enum-visualserver-features"><span class="std std-ref">Features</span></a> <strong>FEATURE_MULTITHREADED</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Hardware supports multithreading. This enum is currently unused in Godot 3.x.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-multimeshtransformformat">enum <strong>MultimeshTransformFormat</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-transform-2d"><a class="reference internal" href="#enum-visualserver-multimeshtransformformat"><span class="std std-ref">MultimeshTransformFormat</span></a> <strong>MULTIMESH_TRANSFORM_2D</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Use <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> to store MultiMesh transform.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-transform-3d"><a class="reference internal" href="#enum-visualserver-multimeshtransformformat"><span class="std std-ref">MultimeshTransformFormat</span></a> <strong>MULTIMESH_TRANSFORM_3D</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> to store MultiMesh transform.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-multimeshcolorformat">enum <strong>MultimeshColorFormat</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-color-none"><a class="reference internal" href="#enum-visualserver-multimeshcolorformat"><span class="std std-ref">MultimeshColorFormat</span></a> <strong>MULTIMESH_COLOR_NONE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>MultiMesh does not use per-instance color.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-color-8bit"><a class="reference internal" href="#enum-visualserver-multimeshcolorformat"><span class="std std-ref">MultimeshColorFormat</span></a> <strong>MULTIMESH_COLOR_8BIT</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>MultiMesh color uses 8 bits per component. This packs the color into a single float.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-color-float"><a class="reference internal" href="#enum-visualserver-multimeshcolorformat"><span class="std std-ref">MultimeshColorFormat</span></a> <strong>MULTIMESH_COLOR_FLOAT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>MultiMesh color uses a float per channel.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-multimeshcustomdataformat">enum <strong>MultimeshCustomDataFormat</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-custom-data-none"><a class="reference internal" href="#enum-visualserver-multimeshcustomdataformat"><span class="std std-ref">MultimeshCustomDataFormat</span></a> <strong>MULTIMESH_CUSTOM_DATA_NONE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>MultiMesh does not use custom data.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-custom-data-8bit"><a class="reference internal" href="#enum-visualserver-multimeshcustomdataformat"><span class="std std-ref">MultimeshCustomDataFormat</span></a> <strong>MULTIMESH_CUSTOM_DATA_8BIT</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-custom-data-float"><a class="reference internal" href="#enum-visualserver-multimeshcustomdataformat"><span class="std std-ref">MultimeshCustomDataFormat</span></a> <strong>MULTIMESH_CUSTOM_DATA_FLOAT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>MultiMesh custom data uses a float per component.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-multimeshphysicsinterpolationquality">enum <strong>MultimeshPhysicsInterpolationQuality</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-interp-quality-fast"><a class="reference internal" href="#enum-visualserver-multimeshphysicsinterpolationquality"><span class="std std-ref">MultimeshPhysicsInterpolationQuality</span></a> <strong>MULTIMESH_INTERP_QUALITY_FAST</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>MultiMesh physics interpolation favours speed over quality.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-multimesh-interp-quality-high"><a class="reference internal" href="#enum-visualserver-multimeshphysicsinterpolationquality"><span class="std std-ref">MultimeshPhysicsInterpolationQuality</span></a> <strong>MULTIMESH_INTERP_QUALITY_HIGH</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>MultiMesh physics interpolation favours quality over speed.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-reflectionprobeupdatemode">enum <strong>ReflectionProbeUpdateMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-reflection-probe-update-once"><a class="reference internal" href="#enum-visualserver-reflectionprobeupdatemode"><span class="std std-ref">ReflectionProbeUpdateMode</span></a> <strong>REFLECTION_PROBE_UPDATE_ONCE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Reflection probe will update reflections once and then stop.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-reflection-probe-update-always"><a class="reference internal" href="#enum-visualserver-reflectionprobeupdatemode"><span class="std std-ref">ReflectionProbeUpdateMode</span></a> <strong>REFLECTION_PROBE_UPDATE_ALWAYS</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Reflection probe will update each frame. This mode is necessary to capture moving objects.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-particlesdraworder">enum <strong>ParticlesDrawOrder</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-particles-draw-order-index"><a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a> <strong>PARTICLES_DRAW_ORDER_INDEX</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Draw particles in the order that they appear in the particles array.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-particles-draw-order-lifetime"><a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a> <strong>PARTICLES_DRAW_ORDER_LIFETIME</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Sort particles based on their lifetime.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-particles-draw-order-view-depth"><a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a> <strong>PARTICLES_DRAW_ORDER_VIEW_DEPTH</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Sort particles based on their distance to the camera.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-environmentbg">enum <strong>EnvironmentBG</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-clear-color"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_CLEAR_COLOR</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Use the clear color as background.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-color"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_COLOR</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use a specified color as the background.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-sky"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_SKY</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Use a sky resource for the background.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-color-sky"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_COLOR_SKY</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Use a custom color for background, but use a sky for shading and reflections.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-canvas"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_CANVAS</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-keep"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_KEEP</strong> = <code class="docutils literal notranslate"><span class="pre">5</span></code></p>
<p>Do not clear the background, use whatever was rendered last frame as the background.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-bg-max"><a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> <strong>ENV_BG_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>Represents the size of the <a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> enum.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-environmentdofblurquality">enum <strong>EnvironmentDOFBlurQuality</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-dof-blur-quality-low"><a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> <strong>ENV_DOF_BLUR_QUALITY_LOW</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Use lowest blur quality. Fastest, but may look bad.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-dof-blur-quality-medium"><a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> <strong>ENV_DOF_BLUR_QUALITY_MEDIUM</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use medium blur quality.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-dof-blur-quality-high"><a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> <strong>ENV_DOF_BLUR_QUALITY_HIGH</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Used highest blur quality. Looks the best, but is the slowest.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-environmentglowblendmode">enum <strong>EnvironmentGlowBlendMode</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-glow-blend-mode-additive"><a class="reference internal" href="#enum-visualserver-environmentglowblendmode"><span class="std std-ref">EnvironmentGlowBlendMode</span></a> <strong>GLOW_BLEND_MODE_ADDITIVE</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Add the effect of the glow on top of the scene.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-glow-blend-mode-screen"><a class="reference internal" href="#enum-visualserver-environmentglowblendmode"><span class="std std-ref">EnvironmentGlowBlendMode</span></a> <strong>GLOW_BLEND_MODE_SCREEN</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Blends the glow effect with the screen. Does not get as bright as additive.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-glow-blend-mode-softlight"><a class="reference internal" href="#enum-visualserver-environmentglowblendmode"><span class="std std-ref">EnvironmentGlowBlendMode</span></a> <strong>GLOW_BLEND_MODE_SOFTLIGHT</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Produces a subtle color disturbance around objects.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-glow-blend-mode-replace"><a class="reference internal" href="#enum-visualserver-environmentglowblendmode"><span class="std std-ref">EnvironmentGlowBlendMode</span></a> <strong>GLOW_BLEND_MODE_REPLACE</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Shows the glow effect by itself without the underlying scene.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-environmenttonemapper">enum <strong>EnvironmentToneMapper</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-tone-mapper-linear"><a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> <strong>ENV_TONE_MAPPER_LINEAR</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-tone-mapper-reinhard"><a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> <strong>ENV_TONE_MAPPER_REINHARD</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: <code class="docutils literal notranslate"><span class="pre">color</span> <span class="pre">=</span> <span class="pre">color</span> <span class="pre">/</span> <span class="pre">(1</span> <span class="pre">+</span> <span class="pre">color)</span></code>. This avoids clipping bright highlights, but the resulting image can look a bit dull.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-tone-mapper-filmic"><a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> <strong>ENV_TONE_MAPPER_FILMIC</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-reinhard"><span class="std std-ref">ENV_TONE_MAPPER_REINHARD</span></a>.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-tone-mapper-aces"><a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> <strong>ENV_TONE_MAPPER_ACES</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-aces-fitted"><span class="std std-ref">ENV_TONE_MAPPER_ACES_FITTED</span></a>, this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-reinhard"><span class="std std-ref">ENV_TONE_MAPPER_REINHARD</span></a> and <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-filmic"><span class="std std-ref">ENV_TONE_MAPPER_FILMIC</span></a>.</p>
<p><strong>Note:</strong> This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-aces-fitted"><span class="std std-ref">ENV_TONE_MAPPER_ACES_FITTED</span></a>.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-tone-mapper-aces-fitted"><a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> <strong>ENV_TONE_MAPPER_ACES_FITTED</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-reinhard"><span class="std std-ref">ENV_TONE_MAPPER_REINHARD</span></a> and <a class="reference internal" href="#class-visualserver-constant-env-tone-mapper-filmic"><span class="std std-ref">ENV_TONE_MAPPER_FILMIC</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-environmentssaoquality">enum <strong>EnvironmentSSAOQuality</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-quality-low"><a class="reference internal" href="#enum-visualserver-environmentssaoquality"><span class="std std-ref">EnvironmentSSAOQuality</span></a> <strong>ENV_SSAO_QUALITY_LOW</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Lowest quality of screen space ambient occlusion.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-quality-medium"><a class="reference internal" href="#enum-visualserver-environmentssaoquality"><span class="std std-ref">EnvironmentSSAOQuality</span></a> <strong>ENV_SSAO_QUALITY_MEDIUM</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Medium quality screen space ambient occlusion.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-quality-high"><a class="reference internal" href="#enum-visualserver-environmentssaoquality"><span class="std std-ref">EnvironmentSSAOQuality</span></a> <strong>ENV_SSAO_QUALITY_HIGH</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Highest quality screen space ambient occlusion.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-environmentssaoblur">enum <strong>EnvironmentSSAOBlur</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-blur-disabled"><a class="reference internal" href="#enum-visualserver-environmentssaoblur"><span class="std std-ref">EnvironmentSSAOBlur</span></a> <strong>ENV_SSAO_BLUR_DISABLED</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Disables the blur set for SSAO. Will make SSAO look noisier.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-blur-1x1"><a class="reference internal" href="#enum-visualserver-environmentssaoblur"><span class="std std-ref">EnvironmentSSAOBlur</span></a> <strong>ENV_SSAO_BLUR_1x1</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Perform a 1x1 blur on the SSAO output.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-blur-2x2"><a class="reference internal" href="#enum-visualserver-environmentssaoblur"><span class="std std-ref">EnvironmentSSAOBlur</span></a> <strong>ENV_SSAO_BLUR_2x2</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Performs a 2x2 blur on the SSAO output.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-env-ssao-blur-3x3"><a class="reference internal" href="#enum-visualserver-environmentssaoblur"><span class="std std-ref">EnvironmentSSAOBlur</span></a> <strong>ENV_SSAO_BLUR_3x3</strong> = <code class="docutils literal notranslate"><span class="pre">3</span></code></p>
<p>Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-enumeration" id="enum-visualserver-changedpriority">enum <strong>ChangedPriority</strong>:</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-changed-priority-any"><a class="reference internal" href="#enum-visualserver-changedpriority"><span class="std std-ref">ChangedPriority</span></a> <strong>CHANGED_PRIORITY_ANY</strong> = <code class="docutils literal notranslate"><span class="pre">0</span></code></p>
<p>Used to query for any changes that request a redraw, whatever the priority.</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-changed-priority-low"><a class="reference internal" href="#enum-visualserver-changedpriority"><span class="std std-ref">ChangedPriority</span></a> <strong>CHANGED_PRIORITY_LOW</strong> = <code class="docutils literal notranslate"><span class="pre">1</span></code></p>
<p>Registered changes which have low priority can be optionally prevented from causing editor redraws. Examples might include dynamic shaders (typically using the <code class="docutils literal notranslate"><span class="pre">TIME</span></code> built-in).</p>
<p class="classref-enumeration-constant" id="class-visualserver-constant-changed-priority-high"><a class="reference internal" href="#enum-visualserver-changedpriority"><span class="std std-ref">ChangedPriority</span></a> <strong>CHANGED_PRIORITY_HIGH</strong> = <code class="docutils literal notranslate"><span class="pre">2</span></code></p>
<p>Registered changes which can cause a redraw default to high priority.</p>
</section>
<hr class="classref-section-separator docutils" />
<section class="classref-descriptions-group" id="constants">
<h2>Constants<a class="headerlink" href="#constants" title="Permalink to this headline">¶</a></h2>
<p class="classref-constant" id="class-visualserver-constant-no-index-array"><strong>NO_INDEX_ARRAY</strong> = <code class="docutils literal notranslate"><span class="pre">-1</span></code></p>
<p>Marks an error that shows that the index array is empty.</p>
<p class="classref-constant" id="class-visualserver-constant-array-weights-size"><strong>ARRAY_WEIGHTS_SIZE</strong> = <code class="docutils literal notranslate"><span class="pre">4</span></code></p>
<p>Number of weights/bones per vertex.</p>
<p class="classref-constant" id="class-visualserver-constant-canvas-item-z-min"><strong>CANVAS_ITEM_Z_MIN</strong> = <code class="docutils literal notranslate"><span class="pre">-4096</span></code></p>
<p>The minimum Z-layer for canvas items.</p>
<p class="classref-constant" id="class-visualserver-constant-canvas-item-z-max"><strong>CANVAS_ITEM_Z_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">4096</span></code></p>
<p>The maximum Z-layer for canvas items.</p>
<p class="classref-constant" id="class-visualserver-constant-max-glow-levels"><strong>MAX_GLOW_LEVELS</strong> = <code class="docutils literal notranslate"><span class="pre">7</span></code></p>
<p>Max number of glow levels that can be used with glow post-process effect.</p>
<p class="classref-constant" id="class-visualserver-constant-max-cursors"><strong>MAX_CURSORS</strong> = <code class="docutils literal notranslate"><span class="pre">8</span></code></p>
<p>Unused enum in Godot 3.x.</p>
<p class="classref-constant" id="class-visualserver-constant-material-render-priority-min"><strong>MATERIAL_RENDER_PRIORITY_MIN</strong> = <code class="docutils literal notranslate"><span class="pre">-128</span></code></p>
<p>The minimum renderpriority of all materials.</p>
<p class="classref-constant" id="class-visualserver-constant-material-render-priority-max"><strong>MATERIAL_RENDER_PRIORITY_MAX</strong> = <code class="docutils literal notranslate"><span class="pre">127</span></code></p>
<p>The maximum renderpriority of all materials.</p>
</section>
<hr class="classref-section-separator docutils" />
<section class="classref-descriptions-group" id="property-descriptions">
<h2>Property Descriptions<a class="headerlink" href="#property-descriptions" title="Permalink to this headline">¶</a></h2>
<p class="classref-property" id="class-visualserver-property-render-loop-enabled"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>render_loop_enabled</strong></p>
<ul class="classref-property-setget simple">
<li><p>void <strong>set_render_loop_enabled</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> value <strong>)</strong></p></li>
<li><p><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>is_render_loop_enabled</strong> <strong>(</strong> <strong>)</strong></p></li>
</ul>
<p>If <code class="docutils literal notranslate"><span class="pre">false</span></code>, disables rendering completely, but the engine logic is still being processed. You can call <a class="reference internal" href="#class-visualserver-method-force-draw"><span class="std std-ref">force_draw</span></a> to draw a frame even with rendering disabled.</p>
</section>
<hr class="classref-section-separator docutils" />
<section class="classref-descriptions-group" id="method-descriptions">
<h2>Method Descriptions<a class="headerlink" href="#method-descriptions" title="Permalink to this headline">¶</a></h2>
<p class="classref-method" id="class-visualserver-method-black-bars-set-images">void <strong>black_bars_set_images</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> left, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> top, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> right, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> bottom <strong>)</strong></p>
<p>Sets images to be rendered in the window margin.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-black-bars-set-margins">void <strong>black_bars_set_margins</strong> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> left, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> top, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> right, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bottom <strong>)</strong></p>
<p>Sets margin size, where black bars (or images, if <a class="reference internal" href="#class-visualserver-method-black-bars-set-images"><span class="std std-ref">black_bars_set_images</span></a> was used) are rendered.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>camera_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">camera_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-cull-mask">void <strong>camera_set_cull_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layers <strong>)</strong></p>
<p>Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to <a class="reference internal" href="class_camera.html#class-camera-property-cull-mask"><span class="std std-ref">Camera.cull_mask</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-environment">void <strong>camera_set_environment</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env <strong>)</strong></p>
<p>Sets the environment used by this camera. Equivalent to <a class="reference internal" href="class_camera.html#class-camera-property-environment"><span class="std std-ref">Camera.environment</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-frustum">void <strong>camera_set_frustum</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> size, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> offset, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_near, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_far <strong>)</strong></p>
<p>Sets camera to use frustum projection. This mode allows adjusting the <code class="docutils literal notranslate"><span class="pre">offset</span></code> argument to create &quot;tilted frustum&quot; effects.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-orthogonal">void <strong>camera_set_orthogonal</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> size, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_near, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_far <strong>)</strong></p>
<p>Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-perspective">void <strong>camera_set_perspective</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> fovy_degrees, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_near, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> z_far <strong>)</strong></p>
<p>Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-transform">void <strong>camera_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p>
<p>Sets <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> of camera.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-camera-set-use-vertical-aspect">void <strong>camera_set_use_vertical_aspect</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, preserves the horizontal aspect ratio which is equivalent to <a class="reference internal" href="class_camera.html#class-camera-constant-keep-width"><span class="std std-ref">Camera.KEEP_WIDTH</span></a>. If <code class="docutils literal notranslate"><span class="pre">false</span></code>, preserves the vertical aspect ratio which is equivalent to <a class="reference internal" href="class_camera.html#class-camera-constant-keep-height"><span class="std std-ref">Camera.KEEP_HEIGHT</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>canvas_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a canvas and returns the assigned <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a>. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">canvas_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-circle">void <strong>canvas_item_add_circle</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> pos, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Adds a circle command to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-clip-ignore">void <strong>canvas_item_add_clip_ignore</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> ignore <strong>)</strong></p>
<p>If ignore is <code class="docutils literal notranslate"><span class="pre">true</span></code>, the VisualServer does not perform clipping.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-line">void <strong>canvas_item_add_line</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> from, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> to, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width=1.0, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false <strong>)</strong></p>
<p>Adds a line command to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-mesh">void <strong>canvas_item_add_mesh</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform=Transform2D( 1, 0, 0, 1, 0, 0 ), <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p>
<p>Adds a mesh command to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-multimesh">void <strong>canvas_item_add_multimesh</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p>
<p>Adds a <a class="reference internal" href="class_multimesh.html#class-multimesh"><span class="std std-ref">MultiMesh</span></a> to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands. Only affects its aabb at the moment.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-nine-patch">void <strong>canvas_item_add_nine_patch</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> source, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> topleft, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> bottomright, <a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> x_axis_mode=0, <a class="reference internal" href="#enum-visualserver-ninepatchaxismode"><span class="std std-ref">NinePatchAxisMode</span></a> y_axis_mode=0, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> draw_center=true, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p>
<p>Adds a nine patch image to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<p>See <a class="reference internal" href="class_ninepatchrect.html#class-ninepatchrect"><span class="std std-ref">NinePatchRect</span></a> for more explanation.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-particles">void <strong>canvas_item_add_particles</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p>
<p>Adds a particle system to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-polygon">void <strong>canvas_item_add_polygon</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> uvs=PoolVector2Array( ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false <strong>)</strong></p>
<p>Adds a polygon to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-polyline">void <strong>canvas_item_add_polyline</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width=1.0, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false <strong>)</strong></p>
<p>Adds a polyline, which is a line from multiple points with a width, to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-primitive">void <strong>canvas_item_add_primitive</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> uvs, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width=1.0, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p>
<p>Adds a primitive to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-rect">void <strong>canvas_item_add_rect</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Adds a rectangle to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-set-transform">void <strong>canvas_item_add_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Adds a <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> command to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<p>This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-texture-rect">void <strong>canvas_item_add_texture_rect</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> tile=false, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> transpose=false, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map <strong>)</strong></p>
<p>Adds a textured rect to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-texture-rect-region">void <strong>canvas_item_add_texture_rect_region</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> src_rect, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> modulate=Color( 1, 1, 1, 1 ), <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> transpose=false, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> clip_uv=true <strong>)</strong></p>
<p>Adds a texture rect with region setting to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-add-triangle-array">void <strong>canvas_item_add_triangle_array</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> indices, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> points, <a class="reference internal" href="class_poolcolorarray.html#class-poolcolorarray"><span class="std std-ref">PoolColorArray</span></a> colors, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> uvs=PoolVector2Array( ), <a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> bones=PoolIntArray( ), <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> weights=PoolRealArray( ), <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> count=-1, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> normal_map, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiased=false, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> antialiasing_use_indices=false <strong>)</strong></p>
<p>Adds a triangle array to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s draw commands.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-clear">void <strong>canvas_item_clear</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p>
<p>Clears the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> and removes all commands in it.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>canvas_item_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a new <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> and returns its <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a>. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">canvas_item_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-reset-physics-interpolation">void <strong>canvas_item_reset_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p>
<p>Prevents physics interpolation for the current physics tick.</p>
<p>This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-clip">void <strong>canvas_item_set_clip</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> clip <strong>)</strong></p>
<p>Sets clipping for the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-copy-to-backbuffer">void <strong>canvas_item_set_copy_to_backbuffer</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> to copy a rect to the backbuffer.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-custom-rect">void <strong>canvas_item_set_custom_rect</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> use_custom_rect, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect=Rect2( 0, 0, 0, 0 ) <strong>)</strong></p>
<p>Defines a custom drawing rectangle for the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-distance-field-mode">void <strong>canvas_item_set_distance_field_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Enables the use of distance fields for GUI elements that are rendering distance field based fonts.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-draw-behind-parent">void <strong>canvas_item_set_draw_behind_parent</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Sets <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> to be drawn behind its parent.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-draw-index">void <strong>canvas_item_set_draw_index</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong></p>
<p>Sets the index for the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-interpolated">void <strong>canvas_item_set_interpolated</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p>
<p>Turns on and off physics interpolation for the canvas item.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-light-mask">void <strong>canvas_item_set_light_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p>
<p>The light mask. See <a class="reference internal" href="class_lightoccluder2d.html#class-lightoccluder2d"><span class="std std-ref">LightOccluder2D</span></a> for more information on light masks.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-material">void <strong>canvas_item_set_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets a new material to the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-modulate">void <strong>canvas_item_set_modulate</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color that modulates the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> and its children.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-parent">void <strong>canvas_item_set_parent</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> parent <strong>)</strong></p>
<p>Sets the parent for the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>. The parent can be another canvas item, or it can be the root canvas that is attached to the viewport.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-self-modulate">void <strong>canvas_item_set_self_modulate</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color that modulates the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> without children.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-sort-children-by-y">void <strong>canvas_item_set_sort_children_by_y</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Sets if <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s children should be sorted by y-position.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-transform">void <strong>canvas_item_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-use-parent-material">void <strong>canvas_item_set_use_parent_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Sets if the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a> uses its parent's material.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-visible">void <strong>canvas_item_set_visible</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> visible <strong>)</strong></p>
<p>Sets if the canvas item (including its children) is visible.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-z-as-relative-to-parent">void <strong>canvas_item_set_z_as_relative_to_parent</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If this is enabled, the Z index of the parent will be added to the children's Z index.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-set-z-index">void <strong>canvas_item_set_z_index</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> z_index <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_canvasitem.html#class-canvasitem"><span class="std std-ref">CanvasItem</span></a>'s Z index, i.e. its draw order (lower indexes are drawn first).</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-item-transform-physics-interpolation">void <strong>canvas_item_transform_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> xform <strong>)</strong></p>
<p>Transforms both the current and previous stored transform for a canvas item.</p>
<p>This allows transforming a canvas item without creating a &quot;glitch&quot; in the interpolation.</p>
<p>This is particularly useful for large worlds utilising a shifting origin.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-attach-to-canvas">void <strong>canvas_light_attach_to_canvas</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p>
<p>Attaches the canvas light to the canvas. Removes it from its previous canvas.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>canvas_light_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">canvas_light_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-attach-to-canvas">void <strong>canvas_light_occluder_attach_to_canvas</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p>
<p>Attaches a light occluder to the canvas. Removes it from its previous canvas.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>canvas_light_occluder_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">canvas_light_ocluder_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-reset-physics-interpolation">void <strong>canvas_light_occluder_reset_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder <strong>)</strong></p>
<p>Prevents physics interpolation for the current physics tick.</p>
<p>This is useful when moving an occluder to a new location, to give an instantaneous change rather than interpolation from the previous location.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-set-enabled">void <strong>canvas_light_occluder_set_enabled</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Enables or disables light occluder.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-set-interpolated">void <strong>canvas_light_occluder_set_interpolated</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p>
<p>Turns on and off physics interpolation for the occluder.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-set-light-mask">void <strong>canvas_light_occluder_set_light_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p>
<p>The light mask. See <a class="reference internal" href="class_lightoccluder2d.html#class-lightoccluder2d"><span class="std std-ref">LightOccluder2D</span></a> for more information on light masks.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-set-polygon">void <strong>canvas_light_occluder_set_polygon</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> polygon <strong>)</strong></p>
<p>Sets a light occluder's polygon.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-set-transform">void <strong>canvas_light_occluder_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Sets a light occluder's <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-occluder-transform-physics-interpolation">void <strong>canvas_light_occluder_transform_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> xform <strong>)</strong></p>
<p>Transforms both the current and previous stored transform for an occluder.</p>
<p>This allows transforming an occluder without creating a &quot;glitch&quot; in the interpolation.</p>
<p>This is particularly useful for large worlds utilising a shifting origin.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-reset-physics-interpolation">void <strong>canvas_light_reset_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light <strong>)</strong></p>
<p>Prevents physics interpolation for the current physics tick.</p>
<p>This is useful when moving a light to a new location, to give an instantaneous change rather than interpolation from the previous location.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-color">void <strong>canvas_light_set_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color for a light.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-enabled">void <strong>canvas_light_set_enabled</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Enables or disables a canvas light.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-energy">void <strong>canvas_light_set_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p>
<p>Sets a canvas light's energy.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-height">void <strong>canvas_light_set_height</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> height <strong>)</strong></p>
<p>Sets a canvas light's height.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-interpolated">void <strong>canvas_light_set_interpolated</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p>
<p>Turns on and off physics interpolation for the light.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-item-cull-mask">void <strong>canvas_light_set_item_cull_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p>
<p>The light mask. See <a class="reference internal" href="class_lightoccluder2d.html#class-lightoccluder2d"><span class="std std-ref">LightOccluder2D</span></a> for more information on light masks.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-item-shadow-cull-mask">void <strong>canvas_light_set_item_shadow_cull_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p>
<p>The binary mask used to determine which layers this canvas light's shadows affects. See <a class="reference internal" href="class_lightoccluder2d.html#class-lightoccluder2d"><span class="std std-ref">LightOccluder2D</span></a> for more information on light masks.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-layer-range">void <strong>canvas_light_set_layer_range</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> min_layer, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_layer <strong>)</strong></p>
<p>The layer range that gets rendered with this light.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-mode">void <strong>canvas_light_set_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> mode <strong>)</strong></p>
<p>The mode of the light, see <a class="reference internal" href="#enum-visualserver-canvaslightmode"><span class="std std-ref">CanvasLightMode</span></a> constants.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-scale">void <strong>canvas_light_set_scale</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p>
<p>Sets the texture's scale factor of the light. Equivalent to <a class="reference internal" href="class_light2d.html#class-light2d-property-texture-scale"><span class="std std-ref">Light2D.texture_scale</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-shadow-buffer-size">void <strong>canvas_light_set_shadow_buffer_size</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> size <strong>)</strong></p>
<p>Sets the width of the shadow buffer, size gets scaled to the next power of two for this.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-shadow-color">void <strong>canvas_light_set_shadow_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color of the canvas light's shadow.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-shadow-enabled">void <strong>canvas_light_set_shadow_enabled</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Enables or disables the canvas light's shadow.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-shadow-filter">void <strong>canvas_light_set_shadow_filter</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> filter <strong>)</strong></p>
<p>Sets the canvas light's shadow's filter, see <a class="reference internal" href="#enum-visualserver-canvaslightshadowfilter"><span class="std std-ref">CanvasLightShadowFilter</span></a> constants.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-shadow-gradient-length">void <strong>canvas_light_set_shadow_gradient_length</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> length <strong>)</strong></p>
<p>Sets the length of the shadow's gradient.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-shadow-smooth">void <strong>canvas_light_set_shadow_smooth</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> smooth <strong>)</strong></p>
<p>Smoothens the shadow. The lower, the smoother.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-texture">void <strong>canvas_light_set_texture</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p>
<p>Sets texture to be used by light. Equivalent to <a class="reference internal" href="class_light2d.html#class-light2d-property-texture"><span class="std std-ref">Light2D.texture</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-texture-offset">void <strong>canvas_light_set_texture_offset</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> offset <strong>)</strong></p>
<p>Sets the offset of the light's texture. Equivalent to <a class="reference internal" href="class_light2d.html#class-light2d-property-offset"><span class="std std-ref">Light2D.offset</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-transform">void <strong>canvas_light_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Sets the canvas light's <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-set-z-range">void <strong>canvas_light_set_z_range</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> min_z, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_z <strong>)</strong></p>
<p>Sets the Z range of objects that will be affected by this light. Equivalent to <a class="reference internal" href="class_light2d.html#class-light2d-property-range-z-min"><span class="std std-ref">Light2D.range_z_min</span></a> and <a class="reference internal" href="class_light2d.html#class-light2d-property-range-z-max"><span class="std std-ref">Light2D.range_z_max</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-light-transform-physics-interpolation">void <strong>canvas_light_transform_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> xform <strong>)</strong></p>
<p>Transforms both the current and previous stored transform for a light.</p>
<p>This allows transforming a light without creating a &quot;glitch&quot; in the interpolation.</p>
<p>This is particularly useful for large worlds utilising a shifting origin.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-occluder-polygon-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>canvas_occluder_polygon_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">canvas_occluder_polygon_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-occluder-polygon-set-cull-mode">void <strong>canvas_occluder_polygon_set_cull_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder_polygon, <a class="reference internal" href="#enum-visualserver-canvasoccluderpolygoncullmode"><span class="std std-ref">CanvasOccluderPolygonCullMode</span></a> mode <strong>)</strong></p>
<p>Sets an occluder polygons cull mode. See <a class="reference internal" href="#enum-visualserver-canvasoccluderpolygoncullmode"><span class="std std-ref">CanvasOccluderPolygonCullMode</span></a> constants.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-occluder-polygon-set-shape">void <strong>canvas_occluder_polygon_set_shape</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder_polygon, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> shape, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> closed <strong>)</strong></p>
<p>Sets the shape of the occluder polygon.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-occluder-polygon-set-shape-as-lines">void <strong>canvas_occluder_polygon_set_shape_as_lines</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> occluder_polygon, <a class="reference internal" href="class_poolvector2array.html#class-poolvector2array"><span class="std std-ref">PoolVector2Array</span></a> shape <strong>)</strong></p>
<p>Sets the shape of the occluder polygon as lines.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-set-item-mirroring">void <strong>canvas_set_item_mirroring</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> mirroring <strong>)</strong></p>
<p>A copy of the canvas item will be drawn with a local offset of the mirroring <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-canvas-set-modulate">void <strong>canvas_set_modulate</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Modulates all colors in the given canvas.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-debug-canvas-item-get-local-bound"><a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> <strong>debug_canvas_item_get_local_bound</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p>
<p>Returns the bounding rectangle for a canvas item and its descendants in local space, as calculated by the renderer. This bound is used internally for culling.</p>
<p><strong>Warning:</strong> This function is intended for debugging in the editor, and will pass through and return a zero <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> in exported projects.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-debug-canvas-item-get-rect"><a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> <strong>debug_canvas_item_get_rect</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> item <strong>)</strong></p>
<p>Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling.</p>
<p><strong>Warning:</strong> This function is intended for debugging in the editor, and will pass through and return a zero <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> in exported projects.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-directional-light-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>directional_light_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most <code class="docutils literal notranslate"><span class="pre">light_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this directional light to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-draw">void <strong>draw</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> swap_buffers=true, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> frame_step=0.0 <strong>)</strong></p>
<p>Draws a frame. <em>This method is deprecated</em>, please use <a class="reference internal" href="#class-visualserver-method-force-draw"><span class="std std-ref">force_draw</span></a> instead.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>environment_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">environment_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-adjustment">void <strong>environment_set_adjustment</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> brightness, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> contrast, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> saturation, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> ramp <strong>)</strong></p>
<p>Sets the values to be used with the &quot;Adjustment&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-ambient-light">void <strong>environment_set_ambient_light</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy=1.0, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> sky_contibution=0.0 <strong>)</strong></p>
<p>Sets the ambient light parameters. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-background">void <strong>environment_set_background</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="#enum-visualserver-environmentbg"><span class="std std-ref">EnvironmentBG</span></a> bg <strong>)</strong></p>
<p>Sets the <em>BGMode</em> of the environment. Equivalent to <a class="reference internal" href="class_environment.html#class-environment-property-background-mode"><span class="std std-ref">Environment.background_mode</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-bg-color">void <strong>environment_set_bg_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-bg-energy">void <strong>environment_set_bg_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p>
<p>Sets the intensity of the background color.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-canvas-max-layer">void <strong>environment_set_canvas_max_layer</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_layer <strong>)</strong></p>
<p>Sets the maximum layer to use if using Canvas background mode.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-dof-blur-far">void <strong>environment_set_dof_blur_far</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> distance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> transition, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> far_amount, <a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> quality <strong>)</strong></p>
<p>Sets the values to be used with the &quot;DoF Far Blur&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-dof-blur-near">void <strong>environment_set_dof_blur_near</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> distance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> transition, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> far_amount, <a class="reference internal" href="#enum-visualserver-environmentdofblurquality"><span class="std std-ref">EnvironmentDOFBlurQuality</span></a> quality <strong>)</strong></p>
<p>Sets the values to be used with the &quot;DoF Near Blur&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-fog">void <strong>environment_set_fog</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> sun_color, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> sun_amount <strong>)</strong></p>
<p>Sets the variables to be used with the scene fog. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-fog-depth">void <strong>environment_set_fog_depth</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_begin, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_end, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_curve, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> transmit, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> transmit_curve <strong>)</strong></p>
<p>Sets the variables to be used with the fog depth effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-fog-height">void <strong>environment_set_fog_height</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> min_height, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> max_height, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> height_curve <strong>)</strong></p>
<p>Sets the variables to be used with the fog height effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-glow">void <strong>environment_set_glow</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> level_flags, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> strength, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bloom_threshold, <a class="reference internal" href="#enum-visualserver-environmentglowblendmode"><span class="std std-ref">EnvironmentGlowBlendMode</span></a> blend_mode, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> hdr_bleed_threshold, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> hdr_bleed_scale, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> hdr_luminance_cap, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> bicubic_upscale, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> high_quality <strong>)</strong></p>
<p>Sets the variables to be used with the &quot;glow&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-sky">void <strong>environment_set_sky</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> sky <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_sky.html#class-sky"><span class="std std-ref">Sky</span></a> to be used as the environment's background when using <em>BGMode</em> sky. Equivalent to <a class="reference internal" href="class_environment.html#class-environment-property-background-sky"><span class="std std-ref">Environment.background_sky</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-sky-custom-fov">void <strong>environment_set_sky_custom_fov</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p>
<p>Sets a custom field of view for the background <a class="reference internal" href="class_sky.html#class-sky"><span class="std std-ref">Sky</span></a>. Equivalent to <a class="reference internal" href="class_environment.html#class-environment-property-background-sky-custom-fov"><span class="std std-ref">Environment.background_sky_custom_fov</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-sky-orientation">void <strong>environment_set_sky_orientation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_basis.html#class-basis"><span class="std std-ref">Basis</span></a> orientation <strong>)</strong></p>
<p>Sets the rotation of the background <a class="reference internal" href="class_sky.html#class-sky"><span class="std std-ref">Sky</span></a> expressed as a <a class="reference internal" href="class_basis.html#class-basis"><span class="std std-ref">Basis</span></a>. Equivalent to <a class="reference internal" href="class_environment.html#class-environment-property-background-sky-orientation"><span class="std std-ref">Environment.background_sky_orientation</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-ssao">void <strong>environment_set_ssao</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius2, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity2, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bias, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> light_affect, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> ao_channel_affect, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="#enum-visualserver-environmentssaoquality"><span class="std std-ref">EnvironmentSSAOQuality</span></a> quality, <a class="reference internal" href="#enum-visualserver-environmentssaoblur"><span class="std std-ref">EnvironmentSSAOBlur</span></a> blur, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bilateral_sharpness <strong>)</strong></p>
<p>Sets the variables to be used with the &quot;Screen Space Ambient Occlusion (SSAO)&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-ssr">void <strong>environment_set_ssr</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> max_steps, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> fade_in, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> fade_out, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> depth_tolerance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> roughness <strong>)</strong></p>
<p>Sets the variables to be used with the &quot;screen space reflections&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-environment-set-tonemap">void <strong>environment_set_tonemap</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> env, <a class="reference internal" href="#enum-visualserver-environmenttonemapper"><span class="std std-ref">EnvironmentToneMapper</span></a> tone_mapper, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> exposure, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> white, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> auto_exposure, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> min_luminance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> max_luminance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> auto_exp_speed, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> auto_exp_grey <strong>)</strong></p>
<p>Sets the variables to be used with the &quot;tonemap&quot; post-process effect. See <a class="reference internal" href="class_environment.html#class-environment"><span class="std std-ref">Environment</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-finish">void <strong>finish</strong> <strong>(</strong> <strong>)</strong></p>
<p>Removes buffers and clears testcubes.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-force-draw">void <strong>force_draw</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> swap_buffers=true, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> frame_step=0.0 <strong>)</strong></p>
<p>Forces a frame to be drawn when the function is called. Drawing a frame updates all <a class="reference internal" href="class_viewport.html#class-viewport"><span class="std std-ref">Viewport</span></a>s that are set to update. Use with extreme caution.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-force-sync">void <strong>force_sync</strong> <strong>(</strong> <strong>)</strong></p>
<p>Synchronizes threads.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-free-rid">void <strong>free_rid</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> rid <strong>)</strong></p>
<p>Destroys an object created by the VisualServer. If the <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> passed is not one created by the server that created it (e.g. VisualServer, PhysicsServer, etc.), an error will be sent to the console.</p>
<p><strong>Note:</strong> After freeing the object, the RID now has a reference to invalid memory. It is not safe to use or free an invalid RID. Before using the RID again, make sure to assign it to <code class="docutils literal notranslate"><span class="pre">RID()</span></code> or any other valid RID.</p>
<div class="highlight-gdscript notranslate"><div class="highlight"><pre><span></span><span class="k">var</span> <span class="n">r</span><span class="p">:</span> <span class="nb nb-Type">RID</span> <span class="o">=</span> <span class="n">VisualServer</span><span class="o">.</span><span class="n">get_test_cube</span><span class="p">()</span>
<span class="n">VisualServer</span><span class="o">.</span><span class="n">free_rid</span><span class="p">(</span><span class="n">r</span><span class="p">)</span>
<span class="nb">print</span><span class="p">(</span><span class="s2">&quot;ID: &quot;</span><span class="p">,</span> <span class="n">r</span><span class="o">.</span><span class="n">get_id</span><span class="p">())</span> <span class="c1"># It is not safe to access or free an invalid RID</span>
<span class="n">r</span> <span class="o">=</span> <span class="nb nb-Type">RID</span><span class="p">()</span> <span class="c1"># Reset the RID so it is safe to use again.</span>
<span class="nb">print</span><span class="p">(</span><span class="s2">&quot;ID: &quot;</span><span class="p">,</span> <span class="n">r</span><span class="o">.</span><span class="n">get_id</span><span class="p">())</span>
<span class="c1"># Output:</span>
<span class="c1"># ID: 157 # Freed RID has invalid data</span>
<span class="c1"># ID: 0 # RID has been properly reset</span>
</pre></div>
</div>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-get-render-info"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>get_render_info</strong> <strong>(</strong> <a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> info <strong>)</strong></p>
<p>Returns a certain information, see <a class="reference internal" href="#enum-visualserver-renderinfo"><span class="std std-ref">RenderInfo</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-get-test-cube"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>get_test_cube</strong> <strong>(</strong> <strong>)</strong></p>
<p>Returns the id of the test cube. Creates one if none exists.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-get-test-texture"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>get_test_texture</strong> <strong>(</strong> <strong>)</strong></p>
<p>Returns the id of the test texture. Creates one if none exists.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-get-video-adapter-name"><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> <strong>get_video_adapter_name</strong> <strong>(</strong> <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the name of the video adapter (e.g. &quot;GeForce GTX 1080/PCIe/SSE2&quot;).</p>
<p><strong>Note:</strong> When running a headless or server binary, this function returns an empty string.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-get-video-adapter-vendor"><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> <strong>get_video_adapter_vendor</strong> <strong>(</strong> <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the vendor of the video adapter (e.g. &quot;NVIDIA Corporation&quot;).</p>
<p><strong>Note:</strong> When running a headless or server binary, this function returns an empty string.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-get-white-texture"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>get_white_texture</strong> <strong>(</strong> <strong>)</strong></p>
<p>Returns the id of a white texture. Creates one if none exists.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>gi_probe_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">gi_probe_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this GI probe to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-bias"><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> <strong>gi_probe_get_bias</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to <a class="reference internal" href="class_giprobedata.html#class-giprobedata-property-bias"><span class="std std-ref">GIProbeData.bias</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-bounds"><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> <strong>gi_probe_get_bounds</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the axis-aligned bounding box that covers the full extent of the GI probe.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-cell-size"><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> <strong>gi_probe_get_cell_size</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the cell size set by <a class="reference internal" href="#class-visualserver-method-gi-probe-set-cell-size"><span class="std std-ref">gi_probe_set_cell_size</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-dynamic-data"><a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> <strong>gi_probe_get_dynamic_data</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the data used by the GI probe.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-dynamic-range"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>gi_probe_get_dynamic_range</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the dynamic range set for this GI probe. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-dynamic-range"><span class="std std-ref">GIProbe.dynamic_range</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-energy"><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> <strong>gi_probe_get_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the energy multiplier for this GI probe. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-energy"><span class="std std-ref">GIProbe.energy</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-normal-bias"><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> <strong>gi_probe_get_normal_bias</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the normal bias for this GI probe. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-normal-bias"><span class="std std-ref">GIProbe.normal_bias</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-propagation"><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> <strong>gi_probe_get_propagation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the propagation value for this GI probe. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-propagation"><span class="std std-ref">GIProbe.propagation</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-get-to-cell-xform"><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> <strong>gi_probe_get_to_cell_xform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the Transform set by <a class="reference internal" href="#class-visualserver-method-gi-probe-set-to-cell-xform"><span class="std std-ref">gi_probe_set_to_cell_xform</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-is-compressed"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>gi_probe_is_compressed</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if the GI probe data associated with this GI probe is compressed. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-compress"><span class="std std-ref">GIProbe.compress</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-is-interior"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>gi_probe_is_interior</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-interior"><span class="std std-ref">GIProbe.interior</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-bias">void <strong>gi_probe_set_bias</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bias <strong>)</strong></p>
<p>Sets the bias value to avoid self-occlusion. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-bias"><span class="std std-ref">GIProbe.bias</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-bounds">void <strong>gi_probe_set_bounds</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> bounds <strong>)</strong></p>
<p>Sets the axis-aligned bounding box that covers the extent of the GI probe.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-cell-size">void <strong>gi_probe_set_cell_size</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> range <strong>)</strong></p>
<p>Sets the size of individual cells within the GI probe.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-compress">void <strong>gi_probe_set_compress</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-compress"><span class="std std-ref">GIProbe.compress</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-dynamic-data">void <strong>gi_probe_set_dynamic_data</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_poolintarray.html#class-poolintarray"><span class="std std-ref">PoolIntArray</span></a> data <strong>)</strong></p>
<p>Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the <a class="reference internal" href="class_giprobe.html#class-giprobe"><span class="std std-ref">GIProbe</span></a> node. You should not try to set this yourself.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-dynamic-range">void <strong>gi_probe_set_dynamic_range</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> range <strong>)</strong></p>
<p>Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-dynamic-range"><span class="std std-ref">GIProbe.dynamic_range</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-energy">void <strong>gi_probe_set_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p>
<p>Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-energy"><span class="std std-ref">GIProbe.energy</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-interior">void <strong>gi_probe_set_interior</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-interior"><span class="std std-ref">GIProbe.interior</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-normal-bias">void <strong>gi_probe_set_normal_bias</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> bias <strong>)</strong></p>
<p>Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-normal-bias"><span class="std std-ref">GIProbe.normal_bias</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-propagation">void <strong>gi_probe_set_propagation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> propagation <strong>)</strong></p>
<p>Sets the propagation of light within this GI probe. Equivalent to <a class="reference internal" href="class_giprobe.html#class-giprobe-property-propagation"><span class="std std-ref">GIProbe.propagation</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-gi-probe-set-to-cell-xform">void <strong>gi_probe_set_to_cell_xform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> xform <strong>)</strong></p>
<p>Sets the to cell <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> for this GI probe.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-has-changed"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>has_changed</strong> <strong>(</strong> <a class="reference internal" href="#enum-visualserver-changedpriority"><span class="std std-ref">ChangedPriority</span></a> queried_priority=0 <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if changes have been made to the VisualServer's data. <a class="reference internal" href="#class-visualserver-method-draw"><span class="std std-ref">draw</span></a> is usually called if this happens.</p>
<p>As changes are registered as either high or low priority (e.g. dynamic shaders), this function takes an optional argument to query either low or high priority changes, or any changes.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-has-feature"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>has_feature</strong> <strong>(</strong> <a class="reference internal" href="#enum-visualserver-features"><span class="std std-ref">Features</span></a> feature <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Not yet implemented. Always returns <code class="docutils literal notranslate"><span class="pre">false</span></code>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-has-os-feature"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>has_os_feature</strong> <strong>(</strong> <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> feature <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if the OS supports a certain feature. Features might be <code class="docutils literal notranslate"><span class="pre">s3tc</span></code>, <code class="docutils literal notranslate"><span class="pre">etc</span></code>, <code class="docutils literal notranslate"><span class="pre">etc2</span></code>, <code class="docutils literal notranslate"><span class="pre">pvrtc</span></code> and <code class="docutils literal notranslate"><span class="pre">skinning_fallback</span></code>.</p>
<p>When rendering with GLES2, returns <code class="docutils literal notranslate"><span class="pre">true</span></code> with <code class="docutils literal notranslate"><span class="pre">skinning_fallback</span></code> in case the hardware doesn't support the default GPU skinning process.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-begin">void <strong>immediate_begin</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> primitive, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p>
<p>Sets up <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry"><span class="std std-ref">ImmediateGeometry</span></a> internals to prepare for drawing. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-begin"><span class="std std-ref">ImmediateGeometry.begin</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-clear">void <strong>immediate_clear</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate <strong>)</strong></p>
<p>Clears everything that was set up between <a class="reference internal" href="#class-visualserver-method-immediate-begin"><span class="std std-ref">immediate_begin</span></a> and <a class="reference internal" href="#class-visualserver-method-immediate-end"><span class="std std-ref">immediate_end</span></a>. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-clear"><span class="std std-ref">ImmediateGeometry.clear</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-color">void <strong>immediate_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color to be used with next vertex. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-set-color"><span class="std std-ref">ImmediateGeometry.set_color</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>immediate_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">immediate_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this immediate geometry to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-end">void <strong>immediate_end</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate <strong>)</strong></p>
<p>Ends drawing the <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry"><span class="std std-ref">ImmediateGeometry</span></a> and displays it. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-end"><span class="std std-ref">ImmediateGeometry.end</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-get-material"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>immediate_get_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the material assigned to the <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry"><span class="std std-ref">ImmediateGeometry</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-normal">void <strong>immediate_normal</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> normal <strong>)</strong></p>
<p>Sets the normal to be used with next vertex. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-set-normal"><span class="std std-ref">ImmediateGeometry.set_normal</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-set-material">void <strong>immediate_set_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets the material to be used to draw the <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry"><span class="std std-ref">ImmediateGeometry</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-tangent">void <strong>immediate_tangent</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_plane.html#class-plane"><span class="std std-ref">Plane</span></a> tangent <strong>)</strong></p>
<p>Sets the tangent to be used with next vertex. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-set-tangent"><span class="std std-ref">ImmediateGeometry.set_tangent</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-uv">void <strong>immediate_uv</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> tex_uv <strong>)</strong></p>
<p>Sets the UV to be used with next vertex. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-set-uv"><span class="std std-ref">ImmediateGeometry.set_uv</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-uv2">void <strong>immediate_uv2</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> tex_uv <strong>)</strong></p>
<p>Sets the UV2 to be used with next vertex. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-set-uv2"><span class="std std-ref">ImmediateGeometry.set_uv2</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-vertex">void <strong>immediate_vertex</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> vertex <strong>)</strong></p>
<p>Adds the next vertex using the information provided in advance. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-add-vertex"><span class="std std-ref">ImmediateGeometry.add_vertex</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-immediate-vertex-2d">void <strong>immediate_vertex_2d</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> immediate, <a class="reference internal" href="class_vector2.html#class-vector2"><span class="std std-ref">Vector2</span></a> vertex <strong>)</strong></p>
<p>Adds the next vertex using the information provided in advance. This is a helper class that calls <a class="reference internal" href="#class-visualserver-method-immediate-vertex"><span class="std std-ref">immediate_vertex</span></a> under the hood. Equivalent to <a class="reference internal" href="class_immediategeometry.html#class-immediategeometry-method-add-vertex"><span class="std std-ref">ImmediateGeometry.add_vertex</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-init">void <strong>init</strong> <strong>(</strong> <strong>)</strong></p>
<p>Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-attach-object-instance-id">void <strong>instance_attach_object_instance_id</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> id <strong>)</strong></p>
<p>Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with <a class="reference internal" href="#class-visualserver-method-instances-cull-aabb"><span class="std std-ref">instances_cull_aabb</span></a>, <a class="reference internal" href="#class-visualserver-method-instances-cull-convex"><span class="std std-ref">instances_cull_convex</span></a>, and <a class="reference internal" href="#class-visualserver-method-instances-cull-ray"><span class="std std-ref">instances_cull_ray</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-attach-skeleton">void <strong>instance_attach_skeleton</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton <strong>)</strong></p>
<p>Attaches a skeleton to an instance. Removes the previous skeleton from the instance.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>instance_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">instance_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-create2"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>instance_create2</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> base, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong></p>
<p>Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">instance_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-geometry-set-cast-shadows-setting">void <strong>instance_geometry_set_cast_shadows_setting</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a> shadow_casting_setting <strong>)</strong></p>
<p>Sets the shadow casting setting to one of <a class="reference internal" href="#enum-visualserver-shadowcastingsetting"><span class="std std-ref">ShadowCastingSetting</span></a>. Equivalent to <a class="reference internal" href="class_geometryinstance.html#class-geometryinstance-property-cast-shadow"><span class="std std-ref">GeometryInstance.cast_shadow</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-geometry-set-flag">void <strong>instance_geometry_set_flag</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> flag, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Sets the flag for a given <a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a>. See <a class="reference internal" href="#enum-visualserver-instanceflags"><span class="std std-ref">InstanceFlags</span></a> for more details.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-geometry-set-material-overlay">void <strong>instance_geometry_set_material_overlay</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to <a class="reference internal" href="class_geometryinstance.html#class-geometryinstance-property-material-overlay"><span class="std std-ref">GeometryInstance.material_overlay</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-geometry-set-material-override">void <strong>instance_geometry_set_material_override</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to <a class="reference internal" href="class_geometryinstance.html#class-geometryinstance-property-material-override"><span class="std std-ref">GeometryInstance.material_override</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-reset-physics-interpolation">void <strong>instance_reset_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance <strong>)</strong></p>
<p>Prevents physics interpolation for the current physics tick.</p>
<p>This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-base">void <strong>instance_set_base</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> base <strong>)</strong></p>
<p>Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-blend-shape-weight">void <strong>instance_set_blend_shape_weight</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> shape, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> weight <strong>)</strong></p>
<p>Sets the weight for a given blend shape associated with this instance.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-custom-aabb">void <strong>instance_set_custom_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb <strong>)</strong></p>
<p>Sets a custom AABB to use when culling objects from the view frustum. Equivalent to <a class="reference internal" href="class_geometryinstance.html#class-geometryinstance-method-set-custom-aabb"><span class="std std-ref">GeometryInstance.set_custom_aabb</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-exterior">void <strong>instance_set_exterior</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Function not implemented in Godot 3.x.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-extra-visibility-margin">void <strong>instance_set_extra_visibility_margin</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> margin <strong>)</strong></p>
<p>Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to <a class="reference internal" href="class_geometryinstance.html#class-geometryinstance-property-extra-cull-margin"><span class="std std-ref">GeometryInstance.extra_cull_margin</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-interpolated">void <strong>instance_set_interpolated</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p>
<p>Turns on and off physics interpolation for the instance.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-layer-mask">void <strong>instance_set_layer_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p>
<p>Sets the render layers that this instance will be drawn to. Equivalent to <a class="reference internal" href="class_visualinstance.html#class-visualinstance-property-layers"><span class="std std-ref">VisualInstance.layers</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-scenario">void <strong>instance_set_scenario</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong></p>
<p>Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-surface-material">void <strong>instance_set_surface_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets the material of a specific surface. Equivalent to <a class="reference internal" href="class_meshinstance.html#class-meshinstance-method-set-surface-material"><span class="std std-ref">MeshInstance.set_surface_material</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-transform">void <strong>instance_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p>
<p>Sets the world space transform of the instance. Equivalent to <a class="reference internal" href="class_spatial.html#class-spatial-property-transform"><span class="std std-ref">Spatial.transform</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-use-lightmap">void <strong>instance_set_use_lightmap</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> lightmap_instance, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> lightmap, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> lightmap_slice=-1, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> lightmap_uv_rect=Rect2( 0, 0, 1, 1 ) <strong>)</strong></p>
<p>Sets the lightmap to use with this instance.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instance-set-visible">void <strong>instance_set_visible</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> instance, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> visible <strong>)</strong></p>
<p>Sets whether an instance is drawn or not. Equivalent to <a class="reference internal" href="class_spatial.html#class-spatial-property-visible"><span class="std std-ref">Spatial.visible</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instances-cull-aabb"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>instances_cull_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as <a class="reference internal" href="class_meshinstance.html#class-meshinstance"><span class="std std-ref">MeshInstance</span></a> or <a class="reference internal" href="class_directionallight.html#class-directionallight"><span class="std std-ref">DirectionalLight</span></a>. Use <a class="reference internal" href="class_%40gdscript.html#class-gdscript-method-instance-from-id"><span class="std std-ref">&#64;GDScript.instance_from_id</span></a> to obtain the actual nodes. A scenario RID must be provided, which is available in the <a class="reference internal" href="class_world.html#class-world"><span class="std std-ref">World</span></a> you want to query. This forces an update for all resources queued to update.</p>
<p><strong>Warning:</strong> This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instances-cull-convex"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>instances_cull_convex</strong> <strong>(</strong> <a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> convex, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as <a class="reference internal" href="class_meshinstance.html#class-meshinstance"><span class="std std-ref">MeshInstance</span></a> or <a class="reference internal" href="class_directionallight.html#class-directionallight"><span class="std std-ref">DirectionalLight</span></a>. Use <a class="reference internal" href="class_%40gdscript.html#class-gdscript-method-instance-from-id"><span class="std std-ref">&#64;GDScript.instance_from_id</span></a> to obtain the actual nodes. A scenario RID must be provided, which is available in the <a class="reference internal" href="class_world.html#class-world"><span class="std std-ref">World</span></a> you want to query. This forces an update for all resources queued to update.</p>
<p><strong>Warning:</strong> This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-instances-cull-ray"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>instances_cull_ray</strong> <strong>(</strong> <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> from, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> to, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as <a class="reference internal" href="class_meshinstance.html#class-meshinstance"><span class="std std-ref">MeshInstance</span></a> or <a class="reference internal" href="class_directionallight.html#class-directionallight"><span class="std std-ref">DirectionalLight</span></a>. Use <a class="reference internal" href="class_%40gdscript.html#class-gdscript-method-instance-from-id"><span class="std std-ref">&#64;GDScript.instance_from_id</span></a> to obtain the actual nodes. A scenario RID must be provided, which is available in the <a class="reference internal" href="class_world.html#class-world"><span class="std std-ref">World</span></a> you want to query. This forces an update for all resources queued to update.</p>
<p><strong>Warning:</strong> This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-directional-set-blend-splits">void <strong>light_directional_set_blend_splits</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to <a class="reference internal" href="class_directionallight.html#class-directionallight-property-directional-shadow-blend-splits"><span class="std std-ref">DirectionalLight.directional_shadow_blend_splits</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-directional-set-shadow-depth-range-mode">void <strong>light_directional_set_shadow_depth_range_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightdirectionalshadowdepthrangemode"><span class="std std-ref">LightDirectionalShadowDepthRangeMode</span></a> range_mode <strong>)</strong></p>
<p>Sets the shadow depth range mode for this directional light. Equivalent to <a class="reference internal" href="class_directionallight.html#class-directionallight-property-directional-shadow-depth-range"><span class="std std-ref">DirectionalLight.directional_shadow_depth_range</span></a>. See <a class="reference internal" href="#enum-visualserver-lightdirectionalshadowdepthrangemode"><span class="std std-ref">LightDirectionalShadowDepthRangeMode</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-directional-set-shadow-mode">void <strong>light_directional_set_shadow_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> mode <strong>)</strong></p>
<p>Sets the shadow mode for this directional light. Equivalent to <a class="reference internal" href="class_directionallight.html#class-directionallight-property-directional-shadow-mode"><span class="std std-ref">DirectionalLight.directional_shadow_mode</span></a>. See <a class="reference internal" href="#enum-visualserver-lightdirectionalshadowmode"><span class="std std-ref">LightDirectionalShadowMode</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-omni-set-shadow-detail">void <strong>light_omni_set_shadow_detail</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightomnishadowdetail"><span class="std std-ref">LightOmniShadowDetail</span></a> detail <strong>)</strong></p>
<p>Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to <a class="reference internal" href="class_omnilight.html#class-omnilight-property-omni-shadow-detail"><span class="std std-ref">OmniLight.omni_shadow_detail</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-omni-set-shadow-mode">void <strong>light_omni_set_shadow_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightomnishadowmode"><span class="std std-ref">LightOmniShadowMode</span></a> mode <strong>)</strong></p>
<p>Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to <a class="reference internal" href="class_omnilight.html#class-omnilight-property-omni-shadow-mode"><span class="std std-ref">OmniLight.omni_shadow_mode</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-bake-mode">void <strong>light_set_bake_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightbakemode"><span class="std std-ref">LightBakeMode</span></a> bake_mode <strong>)</strong></p>
<p>Sets the bake mode for this light, see <a class="reference internal" href="#enum-visualserver-lightbakemode"><span class="std std-ref">LightBakeMode</span></a> for options. The bake mode affects how the light will be baked in <a class="reference internal" href="class_bakedlightmap.html#class-bakedlightmap"><span class="std std-ref">BakedLightmap</span></a>s and <a class="reference internal" href="class_giprobe.html#class-giprobe"><span class="std std-ref">GIProbe</span></a>s.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-color">void <strong>light_set_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color of the light. Equivalent to <a class="reference internal" href="class_light.html#class-light-property-light-color"><span class="std std-ref">Light.light_color</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-cull-mask">void <strong>light_set_cull_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> mask <strong>)</strong></p>
<p>Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to <a class="reference internal" href="class_light.html#class-light-property-light-cull-mask"><span class="std std-ref">Light.light_cull_mask</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-negative">void <strong>light_set_negative</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, light will subtract light instead of adding light. Equivalent to <a class="reference internal" href="class_light.html#class-light-property-light-negative"><span class="std std-ref">Light.light_negative</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-param">void <strong>light_set_param</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> param, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> value <strong>)</strong></p>
<p>Sets the specified light parameter. See <a class="reference internal" href="#enum-visualserver-lightparam"><span class="std std-ref">LightParam</span></a> for options. Equivalent to <a class="reference internal" href="class_light.html#class-light-method-set-param"><span class="std std-ref">Light.set_param</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-projector">void <strong>light_set_projector</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p>
<p>Not implemented in Godot 3.x.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-reverse-cull-face-mode">void <strong>light_set_reverse_cull_face_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with <a class="reference internal" href="#class-visualserver-method-instance-geometry-set-cast-shadows-setting"><span class="std std-ref">instance_geometry_set_cast_shadows_setting</span></a>. Equivalent to <a class="reference internal" href="class_light.html#class-light-property-shadow-reverse-cull-face"><span class="std std-ref">Light.shadow_reverse_cull_face</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-shadow">void <strong>light_set_shadow</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, light will cast shadows. Equivalent to <a class="reference internal" href="class_light.html#class-light-property-shadow-enabled"><span class="std std-ref">Light.shadow_enabled</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-shadow-color">void <strong>light_set_shadow_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color of the shadow cast by the light. Equivalent to <a class="reference internal" href="class_light.html#class-light-property-shadow-color"><span class="std std-ref">Light.shadow_color</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-light-set-use-gi">void <strong>light_set_use_gi</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> light, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>Sets whether GI probes capture light information from this light. <em>Deprecated method.</em> Use <a class="reference internal" href="#class-visualserver-method-light-set-bake-mode"><span class="std std-ref">light_set_bake_mode</span></a> instead. This method is only kept for compatibility reasons and calls <a class="reference internal" href="#class-visualserver-method-light-set-bake-mode"><span class="std std-ref">light_set_bake_mode</span></a> internally, setting the bake mode to <a class="reference internal" href="#class-visualserver-constant-light-bake-disabled"><span class="std std-ref">LIGHT_BAKE_DISABLED</span></a> or <a class="reference internal" href="#class-visualserver-constant-light-bake-indirect"><span class="std std-ref">LIGHT_BAKE_INDIRECT</span></a> depending on the given parameter.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>lightmap_capture_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">lightmap_capture_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this lightmap capture to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-get-bounds"><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> <strong>lightmap_capture_get_bounds</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the size of the lightmap capture area.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-get-energy"><a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> <strong>lightmap_capture_get_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the energy multiplier used by the lightmap capture.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-get-octree"><a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> <strong>lightmap_capture_get_octree</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the octree used by the lightmap capture.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-get-octree-cell-subdiv"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>lightmap_capture_get_octree_cell_subdiv</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the cell subdivision amount used by this lightmap capture's octree.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-get-octree-cell-transform"><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> <strong>lightmap_capture_get_octree_cell_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the cell transform for this lightmap capture's octree.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-is-interior"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>lightmap_capture_is_interior</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if capture is in &quot;interior&quot; mode.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-set-bounds">void <strong>lightmap_capture_set_bounds</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> bounds <strong>)</strong></p>
<p>Sets the size of the area covered by the lightmap capture. Equivalent to <a class="reference internal" href="class_bakedlightmapdata.html#class-bakedlightmapdata-property-bounds"><span class="std std-ref">BakedLightmapData.bounds</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-set-energy">void <strong>lightmap_capture_set_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p>
<p>Sets the energy multiplier for this lightmap capture. Equivalent to <a class="reference internal" href="class_bakedlightmapdata.html#class-bakedlightmapdata-property-energy"><span class="std std-ref">BakedLightmapData.energy</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-set-interior">void <strong>lightmap_capture_set_interior</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interior <strong>)</strong></p>
<p>Sets the &quot;interior&quot; mode for this lightmap capture. Equivalent to <a class="reference internal" href="class_bakedlightmapdata.html#class-bakedlightmapdata-property-interior"><span class="std std-ref">BakedLightmapData.interior</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-set-octree">void <strong>lightmap_capture_set_octree</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> octree <strong>)</strong></p>
<p>Sets the octree to be used by this lightmap capture. This function is normally used by the <a class="reference internal" href="class_bakedlightmap.html#class-bakedlightmap"><span class="std std-ref">BakedLightmap</span></a> node. Equivalent to <a class="reference internal" href="class_bakedlightmapdata.html#class-bakedlightmapdata-property-octree"><span class="std std-ref">BakedLightmapData.octree</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-set-octree-cell-subdiv">void <strong>lightmap_capture_set_octree_cell_subdiv</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> subdiv <strong>)</strong></p>
<p>Sets the subdivision level of this lightmap capture's octree. Equivalent to <a class="reference internal" href="class_bakedlightmapdata.html#class-bakedlightmapdata-property-cell-subdiv"><span class="std std-ref">BakedLightmapData.cell_subdiv</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-lightmap-capture-set-octree-cell-transform">void <strong>lightmap_capture_set_octree_cell_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> capture, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> xform <strong>)</strong></p>
<p>Sets the octree cell transform for this lightmap capture's octree. Equivalent to <a class="reference internal" href="class_bakedlightmapdata.html#class-bakedlightmapdata-property-cell-space-transform"><span class="std std-ref">BakedLightmapData.cell_space_transform</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-make-sphere-mesh"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>make_sphere_mesh</strong> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> latitudes, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> longitudes, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> radius <strong>)</strong></p>
<p>Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>material_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">material_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-get-param"><a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a> <strong>material_get_param</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> parameter <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the value of a certain material's parameter.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-get-param-default"><a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a> <strong>material_get_param_default</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> parameter <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the default value for the param if available. Returns <code class="docutils literal notranslate"><span class="pre">null</span></code> otherwise.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-get-shader"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>material_get_shader</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader_material <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the shader of a certain material's shader. Returns an empty RID if the material doesn't have a shader.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-set-line-width">void <strong>material_set_line_width</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> width <strong>)</strong></p>
<p>Sets a material's line width.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-set-next-pass">void <strong>material_set_next_pass</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> next_material <strong>)</strong></p>
<p>Sets an object's next material.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-set-param">void <strong>material_set_param</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> parameter, <a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a> value <strong>)</strong></p>
<p>Sets a material's parameter.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-set-render-priority">void <strong>material_set_render_priority</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> priority <strong>)</strong></p>
<p>Sets a material's render priority.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-material-set-shader">void <strong>material_set_shader</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader_material, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader <strong>)</strong></p>
<p>Sets a shader material's shader.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-add-surface-from-arrays">void <strong>mesh_add_surface_from_arrays</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> primitive, <a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> arrays, <a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> blend_shapes=[ ], <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> compress_format=2194432 <strong>)</strong></p>
<p>Adds a surface generated from the Arrays to a mesh. See <a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> constants for types.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-clear">void <strong>mesh_clear</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong></p>
<p>Removes all surfaces from a mesh.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>mesh_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">mesh_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this mesh to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-get-blend-shape-count"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_get_blend_shape_count</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's blend shape count.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-get-blend-shape-mode"><a class="reference internal" href="#enum-visualserver-blendshapemode"><span class="std std-ref">BlendShapeMode</span></a> <strong>mesh_get_blend_shape_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's blend shape mode.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-get-custom-aabb"><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> <strong>mesh_get_custom_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's custom aabb.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-get-surface-count"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_get_surface_count</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's number of surfaces.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-remove-surface">void <strong>mesh_remove_surface</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong></p>
<p>Removes a mesh's surface.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-set-blend-shape-count">void <strong>mesh_set_blend_shape_count</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> amount <strong>)</strong></p>
<p>Sets a mesh's blend shape count.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-set-blend-shape-mode">void <strong>mesh_set_blend_shape_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="#enum-visualserver-blendshapemode"><span class="std std-ref">BlendShapeMode</span></a> mode <strong>)</strong></p>
<p>Sets a mesh's blend shape mode.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-set-custom-aabb">void <strong>mesh_set_custom_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb <strong>)</strong></p>
<p>Sets a mesh's custom aabb.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-aabb"><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> <strong>mesh_surface_get_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's aabb.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-array"><a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> <strong>mesh_surface_get_array</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's vertex buffer.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-array-index-len"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_surface_get_array_index_len</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's amount of indices.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-array-len"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_surface_get_array_len</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's amount of vertices.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-arrays"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>mesh_surface_get_arrays</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's buffer arrays.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-blend-shape-arrays"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>mesh_surface_get_blend_shape_arrays</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's arrays for blend shapes.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-format"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_surface_get_format</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the format of a mesh's surface.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-format-offset"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_surface_get_format_offset</strong> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> format, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> vertex_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> array_index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Function is unused in Godot 3.x.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-format-stride"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>mesh_surface_get_format_stride</strong> <strong>(</strong> <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> format, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> vertex_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index_len, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> array_index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<div class="contribute docutils container">
<p>There is currently no description for this method. Please help us by <a class="reference internal" href="../community/contributing/updating_the_class_reference.html#doc-updating-the-class-reference"><span class="std std-ref">contributing one</span></a>!</p>
</div>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-index-array"><a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> <strong>mesh_surface_get_index_array</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's index buffer.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-material"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>mesh_surface_get_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a mesh's surface's material.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-primitive-type"><a class="reference internal" href="#enum-visualserver-primitivetype"><span class="std std-ref">PrimitiveType</span></a> <strong>mesh_surface_get_primitive_type</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the primitive type of a mesh's surface.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-get-skeleton-aabb"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>mesh_surface_get_skeleton_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the aabb of a mesh's surface's skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-set-material">void <strong>mesh_surface_set_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets a mesh's surface's material.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-mesh-surface-update-region">void <strong>mesh_surface_update_region</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> surface, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> offset, <a class="reference internal" href="class_poolbytearray.html#class-poolbytearray"><span class="std std-ref">PoolByteArray</span></a> data <strong>)</strong></p>
<p>Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-allocate">void <strong>multimesh_allocate</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> instances, <a class="reference internal" href="#enum-visualserver-multimeshtransformformat"><span class="std std-ref">MultimeshTransformFormat</span></a> transform_format, <a class="reference internal" href="#enum-visualserver-multimeshcolorformat"><span class="std std-ref">MultimeshColorFormat</span></a> color_format, <a class="reference internal" href="#enum-visualserver-multimeshcustomdataformat"><span class="std std-ref">MultimeshCustomDataFormat</span></a> custom_data_format=0 <strong>)</strong></p>
<p>Allocates space for the multimesh data. Format parameters determine how the data will be stored by OpenGL. See <a class="reference internal" href="#enum-visualserver-multimeshtransformformat"><span class="std std-ref">MultimeshTransformFormat</span></a>, <a class="reference internal" href="#enum-visualserver-multimeshcolorformat"><span class="std std-ref">MultimeshColorFormat</span></a>, and <a class="reference internal" href="#enum-visualserver-multimeshcustomdataformat"><span class="std std-ref">MultimeshCustomDataFormat</span></a> for usage. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-property-instance-count"><span class="std std-ref">MultiMesh.instance_count</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>multimesh_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a new multimesh on the VisualServer and returns an <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> handle. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">multimesh_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this multimesh to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-get-aabb"><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> <strong>multimesh_get_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-get-instance-count"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>multimesh_get_instance_count</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the number of instances allocated for this multimesh.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-get-mesh"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>multimesh_get_mesh</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the RID of the mesh that will be used in drawing this multimesh.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-get-visible-instances"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>multimesh_get_visible_instances</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the number of visible instances for this multimesh.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-get-color"><a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> <strong>multimesh_instance_get_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the color by which the specified instance will be modulated.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-get-custom-data"><a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> <strong>multimesh_instance_get_custom_data</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the custom data associated with the specified instance.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-get-transform"><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> <strong>multimesh_instance_get_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> of the specified instance.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-get-transform-2d"><a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> <strong>multimesh_instance_get_transform_2d</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> of the specified instance. For use when the multimesh is set to use 2D transforms.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-reset-physics-interpolation">void <strong>multimesh_instance_reset_physics_interpolation</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index <strong>)</strong></p>
<p>Prevents physics interpolation for the specified instance during the current physics tick.</p>
<p>This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-set-color">void <strong>multimesh_instance_set_color</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the color by which this instance will be modulated. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-method-set-instance-color"><span class="std std-ref">MultiMesh.set_instance_color</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-set-custom-data">void <strong>multimesh_instance_set_custom_data</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> custom_data <strong>)</strong></p>
<p>Sets the custom data for this instance. Custom data is passed as a <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a>, but is interpreted as a <code class="docutils literal notranslate"><span class="pre">vec4</span></code> in the shader. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-method-set-instance-custom-data"><span class="std std-ref">MultiMesh.set_instance_custom_data</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-set-transform">void <strong>multimesh_instance_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> for this instance. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-method-set-instance-transform"><span class="std std-ref">MultiMesh.set_instance_transform</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-instance-set-transform-2d">void <strong>multimesh_instance_set_transform_2d</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> index, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> for this instance. For use when multimesh is used in 2D. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-method-set-instance-transform-2d"><span class="std std-ref">MultiMesh.set_instance_transform_2d</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-set-as-bulk-array">void <strong>multimesh_set_as_bulk_array</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> array <strong>)</strong></p>
<p>Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.</p>
<p>All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc.</p>
<p><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> is stored as 12 floats, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> is stored as 8 floats, <code class="docutils literal notranslate"><span class="pre">COLOR_8BIT</span></code> / <code class="docutils literal notranslate"><span class="pre">CUSTOM_DATA_8BIT</span></code> is stored as 1 float (4 bytes as is) and <code class="docutils literal notranslate"><span class="pre">COLOR_FLOAT</span></code> / <code class="docutils literal notranslate"><span class="pre">CUSTOM_DATA_FLOAT</span></code> is stored as 4 floats.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-set-as-bulk-array-interpolated">void <strong>multimesh_set_as_bulk_array_interpolated</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> array, <a class="reference internal" href="class_poolrealarray.html#class-poolrealarray"><span class="std std-ref">PoolRealArray</span></a> array_previous <strong>)</strong></p>
<p>Alternative version of <a class="reference internal" href="#class-visualserver-method-multimesh-set-as-bulk-array"><span class="std std-ref">multimesh_set_as_bulk_array</span></a> for use with physics interpolation.</p>
<p>Takes both an array of current data and an array of data for the previous physics tick.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-set-mesh">void <strong>multimesh_set_mesh</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong></p>
<p>Sets the mesh to be drawn by the multimesh. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-property-mesh"><span class="std std-ref">MultiMesh.mesh</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-set-physics-interpolated">void <strong>multimesh_set_physics_interpolated</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> interpolated <strong>)</strong></p>
<p>Turns on and off physics interpolation for the <a class="reference internal" href="class_multimesh.html#class-multimesh"><span class="std std-ref">MultiMesh</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-set-physics-interpolation-quality">void <strong>multimesh_set_physics_interpolation_quality</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="#enum-visualserver-multimeshphysicsinterpolationquality"><span class="std std-ref">MultimeshPhysicsInterpolationQuality</span></a> quality <strong>)</strong></p>
<p>Sets the physics interpolation quality for the <a class="reference internal" href="class_multimesh.html#class-multimesh"><span class="std std-ref">MultiMesh</span></a>.</p>
<p>A value of <code class="docutils literal notranslate"><span class="pre">0</span></code> gives fast but low quality interpolation, a value of <code class="docutils literal notranslate"><span class="pre">1</span></code> gives slower but higher quality interpolation.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-multimesh-set-visible-instances">void <strong>multimesh_set_visible_instances</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> multimesh, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> visible <strong>)</strong></p>
<p>Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to <a class="reference internal" href="class_multimesh.html#class-multimesh-property-visible-instance-count"><span class="std std-ref">MultiMesh.visible_instance_count</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-omni-light-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>omni_light_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most <code class="docutils literal notranslate"><span class="pre">light_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this omni light to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>particles_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">particles_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach these particles to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-get-current-aabb"><a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> <strong>particles_get_current_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p>
<p>Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-method-capture-aabb"><span class="std std-ref">Particles.capture_aabb</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-get-emitting"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>particles_get_emitting</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if particles are currently set to emitting.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-is-inactive"><a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> <strong>particles_is_inactive</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p>
<p>Returns <code class="docutils literal notranslate"><span class="pre">true</span></code> if particles are not emitting and particles are set to inactive.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-request-process">void <strong>particles_request_process</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p>
<p>Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to <a class="reference internal" href="#class-visualserver-method-instances-cull-aabb"><span class="std std-ref">instances_cull_aabb</span></a>, <a class="reference internal" href="#class-visualserver-method-instances-cull-convex"><span class="std std-ref">instances_cull_convex</span></a>, or <a class="reference internal" href="#class-visualserver-method-instances-cull-ray"><span class="std std-ref">instances_cull_ray</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-restart">void <strong>particles_restart</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles <strong>)</strong></p>
<p>Reset the particles on the next update. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-method-restart"><span class="std std-ref">Particles.restart</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-amount">void <strong>particles_set_amount</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> amount <strong>)</strong></p>
<p>Sets the number of particles to be drawn and allocates the memory for them. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-amount"><span class="std std-ref">Particles.amount</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-custom-aabb">void <strong>particles_set_custom_aabb</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_aabb.html#class-aabb"><span class="std std-ref">AABB</span></a> aabb <strong>)</strong></p>
<p>Sets a custom axis-aligned bounding box for the particle system. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-visibility-aabb"><span class="std std-ref">Particles.visibility_aabb</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-draw-order">void <strong>particles_set_draw_order</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a> order <strong>)</strong></p>
<p>Sets the draw order of the particles to one of the named enums from <a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a>. See <a class="reference internal" href="#enum-visualserver-particlesdraworder"><span class="std std-ref">ParticlesDrawOrder</span></a> for options. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-draw-order"><span class="std std-ref">Particles.draw_order</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-draw-pass-mesh">void <strong>particles_set_draw_pass_mesh</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> pass, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> mesh <strong>)</strong></p>
<p>Sets the mesh to be used for the specified draw pass. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-draw-pass-1"><span class="std std-ref">Particles.draw_pass_1</span></a>, <a class="reference internal" href="class_particles.html#class-particles-property-draw-pass-2"><span class="std std-ref">Particles.draw_pass_2</span></a>, <a class="reference internal" href="class_particles.html#class-particles-property-draw-pass-3"><span class="std std-ref">Particles.draw_pass_3</span></a>, and <a class="reference internal" href="class_particles.html#class-particles-property-draw-pass-4"><span class="std std-ref">Particles.draw_pass_4</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-draw-passes">void <strong>particles_set_draw_passes</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> count <strong>)</strong></p>
<p>Sets the number of draw passes to use. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-draw-passes"><span class="std std-ref">Particles.draw_passes</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-emission-transform">void <strong>particles_set_emission_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> that will be used by the particles when they first emit.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-emitting">void <strong>particles_set_emitting</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> emitting <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-emitting"><span class="std std-ref">Particles.emitting</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-explosiveness-ratio">void <strong>particles_set_explosiveness_ratio</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> ratio <strong>)</strong></p>
<p>Sets the explosiveness ratio. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-explosiveness"><span class="std std-ref">Particles.explosiveness</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-fixed-fps">void <strong>particles_set_fixed_fps</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> fps <strong>)</strong></p>
<p>Sets the frame rate that the particle system rendering will be fixed to. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-fixed-fps"><span class="std std-ref">Particles.fixed_fps</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-fractional-delta">void <strong>particles_set_fractional_delta</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, uses fractional delta which smooths the movement of the particles. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-fract-delta"><span class="std std-ref">Particles.fract_delta</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-lifetime">void <strong>particles_set_lifetime</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> lifetime <strong>)</strong></p>
<p>Sets the lifetime of each particle in the system. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-lifetime"><span class="std std-ref">Particles.lifetime</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-one-shot">void <strong>particles_set_one_shot</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> one_shot <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, particles will emit once and then stop. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-one-shot"><span class="std std-ref">Particles.one_shot</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-pre-process-time">void <strong>particles_set_pre_process_time</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> time <strong>)</strong></p>
<p>Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-preprocess"><span class="std std-ref">Particles.preprocess</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-process-material">void <strong>particles_set_process_material</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> material <strong>)</strong></p>
<p>Sets the material for processing the particles.</p>
<p><strong>Note:</strong> This is not the material used to draw the materials. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-process-material"><span class="std std-ref">Particles.process_material</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-randomness-ratio">void <strong>particles_set_randomness_ratio</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> ratio <strong>)</strong></p>
<p>Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-randomness"><span class="std std-ref">Particles.randomness</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-speed-scale">void <strong>particles_set_speed_scale</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p>
<p>Sets the speed scale of the particle system. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-speed-scale"><span class="std std-ref">Particles.speed_scale</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-particles-set-use-local-coordinates">void <strong>particles_set_use_local_coordinates</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> particles, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, particles use local coordinates. If <code class="docutils literal notranslate"><span class="pre">false</span></code> they use global coordinates. Equivalent to <a class="reference internal" href="class_particles.html#class-particles-property-local-coords"><span class="std std-ref">Particles.local_coords</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>reflection_probe_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">reflection_probe_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this reflection probe to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-as-interior">void <strong>reflection_probe_set_as_interior</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, reflections will ignore sky contribution. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-interior-enable"><span class="std std-ref">ReflectionProbe.interior_enable</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-cull-mask">void <strong>reflection_probe_set_cull_mask</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layers <strong>)</strong></p>
<p>Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-cull-mask"><span class="std std-ref">ReflectionProbe.cull_mask</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-enable-box-projection">void <strong>reflection_probe_set_enable_box_projection</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, uses box projection. This can make reflections look more correct in certain situations. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-box-projection"><span class="std std-ref">ReflectionProbe.box_projection</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-enable-shadows">void <strong>reflection_probe_set_enable_shadows</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-enable-shadows"><span class="std std-ref">ReflectionProbe.enable_shadows</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-extents">void <strong>reflection_probe_set_extents</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> extents <strong>)</strong></p>
<p>Sets the size of the area that the reflection probe will capture. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-extents"><span class="std std-ref">ReflectionProbe.extents</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-intensity">void <strong>reflection_probe_set_intensity</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity <strong>)</strong></p>
<p>Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-intensity"><span class="std std-ref">ReflectionProbe.intensity</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-interior-ambient">void <strong>reflection_probe_set_interior_ambient</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-interior-ambient-color"><span class="std std-ref">ReflectionProbe.interior_ambient_color</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-interior-ambient-energy">void <strong>reflection_probe_set_interior_ambient_energy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> energy <strong>)</strong></p>
<p>Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-interior-ambient-energy"><span class="std std-ref">ReflectionProbe.interior_ambient_energy</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-interior-ambient-probe-contribution">void <strong>reflection_probe_set_interior_ambient_probe_contribution</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> contrib <strong>)</strong></p>
<p>Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-interior-ambient-contrib"><span class="std std-ref">ReflectionProbe.interior_ambient_contrib</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-max-distance">void <strong>reflection_probe_set_max_distance</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> distance <strong>)</strong></p>
<p>Sets the max distance away from the probe an object can be before it is culled. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-max-distance"><span class="std std-ref">ReflectionProbe.max_distance</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-origin-offset">void <strong>reflection_probe_set_origin_offset</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="class_vector3.html#class-vector3"><span class="std std-ref">Vector3</span></a> offset <strong>)</strong></p>
<p>Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to <a class="reference internal" href="class_reflectionprobe.html#class-reflectionprobe-property-origin-offset"><span class="std std-ref">ReflectionProbe.origin_offset</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-reflection-probe-set-update-mode">void <strong>reflection_probe_set_update_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> probe, <a class="reference internal" href="#enum-visualserver-reflectionprobeupdatemode"><span class="std std-ref">ReflectionProbeUpdateMode</span></a> mode <strong>)</strong></p>
<p>Sets how often the reflection probe updates. Can either be once or every frame. See <a class="reference internal" href="#enum-visualserver-reflectionprobeupdatemode"><span class="std std-ref">ReflectionProbeUpdateMode</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-request-frame-drawn-callback">void <strong>request_frame_drawn_callback</strong> <strong>(</strong> <a class="reference internal" href="class_object.html#class-object"><span class="std std-ref">Object</span></a> where, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> method, <a class="reference internal" href="class_variant.html#class-variant"><span class="std std-ref">Variant</span></a> userdata <strong>)</strong></p>
<p>Schedules a callback to the corresponding named <code class="docutils literal notranslate"><span class="pre">method</span></code> on <code class="docutils literal notranslate"><span class="pre">where</span></code> after a frame has been drawn.</p>
<p>The callback method must use only 1 argument which will be called with <code class="docutils literal notranslate"><span class="pre">userdata</span></code>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-scenario-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>scenario_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">scenario_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>The scenario is the 3D world that all the visual instances exist in.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-scenario-set-debug">void <strong>scenario_set_debug</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> debug_mode <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> for this scenario. See <a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-scenario-set-environment">void <strong>scenario_set_environment</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> environment <strong>)</strong></p>
<p>Sets the environment that will be used with this scenario.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-scenario-set-fallback-environment">void <strong>scenario_set_fallback_environment</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> environment <strong>)</strong></p>
<p>Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-scenario-set-reflection-atlas-size">void <strong>scenario_set_reflection_atlas_size</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> size, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> subdiv <strong>)</strong></p>
<p>Sets the size of the reflection atlas shared by all reflection probes in this scenario.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-set-boot-image">void <strong>set_boot_image</strong> <strong>(</strong> <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> scale, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> use_filter=true <strong>)</strong></p>
<p>Sets a boot image. The color defines the background color. If <code class="docutils literal notranslate"><span class="pre">scale</span></code> is <code class="docutils literal notranslate"><span class="pre">true</span></code>, the image will be scaled to fit the screen size. If <code class="docutils literal notranslate"><span class="pre">use_filter</span></code> is <code class="docutils literal notranslate"><span class="pre">true</span></code>, the image will be scaled with linear interpolation. If <code class="docutils literal notranslate"><span class="pre">use_filter</span></code> is <code class="docutils literal notranslate"><span class="pre">false</span></code>, the image will be scaled with nearest-neighbor interpolation.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-set-debug-generate-wireframes">void <strong>set_debug_generate_wireframes</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> generate <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the engine will generate wireframes for use with the wireframe debug mode.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-set-default-clear-color">void <strong>set_default_clear_color</strong> <strong>(</strong> <a class="reference internal" href="class_color.html#class-color"><span class="std std-ref">Color</span></a> color <strong>)</strong></p>
<p>Sets the default clear color which is used when a specific clear color has not been selected.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-set-shader-async-hidden-forbidden">void <strong>set_shader_async_hidden_forbidden</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> forbidden <strong>)</strong></p>
<p>If asynchronous shader compilation is enabled, this controls whether <a class="reference internal" href="class_material3d.html#class-material3d-constant-async-mode-hidden"><span class="std std-ref">Material3D.ASYNC_MODE_HIDDEN</span></a> is obeyed.</p>
<p>For instance, you may want to enable this temporarily before taking a screenshot. This ensures everything is visible even if shaders with async mode <em>hidden</em> are not ready yet.</p>
<p>Reflection probes use this internally to ensure they capture everything regardless the shaders are ready or not.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-set-shader-time-scale">void <strong>set_shader_time_scale</strong> <strong>(</strong> <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> scale <strong>)</strong></p>
<p>Sets the scale to apply to the passage of time for the shaders' <code class="docutils literal notranslate"><span class="pre">TIME</span></code> builtin.</p>
<p>The default value is <code class="docutils literal notranslate"><span class="pre">1.0</span></code>, which means <code class="docutils literal notranslate"><span class="pre">TIME</span></code> will count the real time as it goes by, without narrowing or stretching it.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-set-use-occlusion-culling">void <strong>set_use_occlusion_culling</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>Enables or disables occlusion culling.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-shader-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>shader_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">shader_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-shader-get-code"><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> <strong>shader_get_code</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a shader's code.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-shader-get-default-texture-param"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>shader_get_default_texture_param</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> name <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a default texture from a shader searched by name.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-shader-get-param-list"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>shader_get_param_list</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the parameters of a shader.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-shader-set-code">void <strong>shader_set_code</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> code <strong>)</strong></p>
<p>Sets a shader's code.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-shader-set-default-texture-param">void <strong>shader_set_default_texture_param</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> shader, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> name, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong></p>
<p>Sets a shader's default texture. Overwrites the texture given by name.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-allocate">void <strong>skeleton_allocate</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bones, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> is_2d_skeleton=false <strong>)</strong></p>
<p>Allocates the GPU buffers for this skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-bone-get-transform"><a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> <strong>skeleton_bone_get_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> set for a specific bone of this skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-bone-get-transform-2d"><a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> <strong>skeleton_bone_get_transform_2d</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> set for a specific bone of this skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-bone-set-transform">void <strong>skeleton_bone_set_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone, <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> transform <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_transform.html#class-transform"><span class="std std-ref">Transform</span></a> for a specific bone of this skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-bone-set-transform-2d">void <strong>skeleton_bone_set_transform_2d</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> bone, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Sets the <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> for a specific bone of this skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>skeleton_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">skeleton_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-skeleton-get-bone-count"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>skeleton_get_bone_count</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> skeleton <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the number of bones allocated for this skeleton.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-sky-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>sky_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">sky_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-sky-set-texture">void <strong>sky_set_texture</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> sky, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> cube_map, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> radiance_size <strong>)</strong></p>
<p>Sets a sky's texture.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-spot-light-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>spot_light_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most <code class="docutils literal notranslate"><span class="pre">light_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<p>To place in a scene, attach this spot light to an instance using <a class="reference internal" href="#class-visualserver-method-instance-set-base"><span class="std std-ref">instance_set_base</span></a> using the returned RID.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-sync">void <strong>sync</strong> <strong>(</strong> <strong>)</strong></p>
<p>Not implemented in Godot 3.x.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-allocate">void <strong>texture_allocate</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> width, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> height, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> depth_3d, <a class="reference internal" href="class_image.html#enum-image-format"><span class="std std-ref">Format</span></a> format, <a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> type, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> flags=7 <strong>)</strong></p>
<p>Allocates the GPU memory for the texture.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-bind">void <strong>texture_bind</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> number <strong>)</strong></p>
<p>Binds the texture to a texture slot.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>texture_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">texture_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-create-from-image"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>texture_create_from_image</strong> <strong>(</strong> <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> flags=7 <strong>)</strong></p>
<p>Creates a texture, allocates the space for an image, and fills in the image.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-debug-usage"><a class="reference internal" href="class_array.html#class-array"><span class="std std-ref">Array</span></a> <strong>texture_debug_usage</strong> <strong>(</strong> <strong>)</strong></p>
<p>Returns a list of all the textures and their information.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-data"><a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> <strong>texture_get_data</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> cube_side=0 <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> of the image at one of the cubes sides.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-depth"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>texture_get_depth</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the depth of the texture.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-flags"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>texture_get_flags</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the flags of a texture.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-format"><a class="reference internal" href="class_image.html#enum-image-format"><span class="std std-ref">Format</span></a> <strong>texture_get_format</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the format of the texture's image.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-height"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>texture_get_height</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the texture's height.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-path"><a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> <strong>texture_get_path</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the texture's path.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-texid"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>texture_get_texid</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the opengl id of the texture's image.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-type"><a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a> <strong>texture_get_type</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the type of the texture, can be any of the <a class="reference internal" href="#enum-visualserver-texturetype"><span class="std std-ref">TextureType</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-get-width"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>texture_get_width</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the texture's width.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-data">void <strong>texture_set_data</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layer=0 <strong>)</strong></p>
<p>Sets the texture's image data. If it's a CubeMap, it sets the image data at a cube side.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-data-partial">void <strong>texture_set_data_partial</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_image.html#class-image"><span class="std std-ref">Image</span></a> image, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_x, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_y, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_w, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> src_h, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> dst_x, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> dst_y, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> dst_mip, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layer=0 <strong>)</strong></p>
<p>Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-flags">void <strong>texture_set_flags</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> flags <strong>)</strong></p>
<p>Sets the texture's flags. See <a class="reference internal" href="#enum-visualserver-textureflags"><span class="std std-ref">TextureFlags</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-path">void <strong>texture_set_path</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_string.html#class-string"><span class="std std-ref">String</span></a> path <strong>)</strong></p>
<p>Sets the texture's path.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-proxy">void <strong>texture_set_proxy</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> proxy, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> base <strong>)</strong></p>
<p>Creates an update link between two textures, similar to how <a class="reference internal" href="class_viewporttexture.html#class-viewporttexture"><span class="std std-ref">ViewportTexture</span></a>s operate. When the base texture is the texture of a <a class="reference internal" href="class_viewport.html#class-viewport"><span class="std std-ref">Viewport</span></a>, every time the viewport renders a new frame, the proxy texture automatically receives an update.</p>
<p>For example, this code links a generic <a class="reference internal" href="class_imagetexture.html#class-imagetexture"><span class="std std-ref">ImageTexture</span></a> to the texture output of the <a class="reference internal" href="class_viewport.html#class-viewport"><span class="std std-ref">Viewport</span></a> using the VisualServer API:</p>
<div class="highlight-gdscript notranslate"><div class="highlight"><pre><span></span><span class="k">func</span> <span class="n">_ready</span><span class="p">():</span>
<span class="k">var</span> <span class="n">viewport_rid</span> <span class="o">=</span> <span class="n">get_viewport</span><span class="p">()</span><span class="o">.</span><span class="n">get_viewport_rid</span><span class="p">()</span>
<span class="k">var</span> <span class="n">viewport_texture_rid</span> <span class="o">=</span> <span class="n">VisualServer</span><span class="o">.</span><span class="n">viewport_get_texture</span><span class="p">(</span><span class="n">viewport_rid</span><span class="p">)</span>
<span class="k">var</span> <span class="n">proxy_texture</span> <span class="o">=</span> <span class="n">ImageTexture</span><span class="o">.</span><span class="n">new</span><span class="p">()</span>
<span class="k">var</span> <span class="n">viewport_texture_image_data</span> <span class="o">=</span> <span class="n">VisualServer</span><span class="o">.</span><span class="n">texture_get_data</span><span class="p">(</span><span class="n">viewport_texture_rid</span><span class="p">)</span>
<span class="n">proxy_texture</span><span class="o">.</span><span class="n">create_from_image</span><span class="p">(</span><span class="n">viewport_texture_image_data</span><span class="p">)</span>
<span class="k">var</span> <span class="n">proxy_texture_rid</span> <span class="o">=</span> <span class="n">proxy_texture</span><span class="o">.</span><span class="n">get_rid</span><span class="p">()</span>
<span class="n">VisualServer</span><span class="o">.</span><span class="n">texture_set_proxy</span><span class="p">(</span><span class="n">proxy_texture_rid</span><span class="p">,</span> <span class="n">viewport_texture_rid</span><span class="p">)</span>
<span class="o">$</span><span class="n">TextureRect</span><span class="o">.</span><span class="n">texture</span> <span class="o">=</span> <span class="n">proxy_texture</span>
</pre></div>
</div>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-shrink-all-x2-on-set-data">void <strong>texture_set_shrink_all_x2_on_set_data</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> shrink <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, sets internal processes to shrink all image data to half the size.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-texture-set-size-override">void <strong>texture_set_size_override</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> texture, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> width, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> height, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> depth <strong>)</strong></p>
<p>Resizes the texture to the specified dimensions.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-textures-keep-original">void <strong>textures_keep_original</strong> <strong>(</strong> <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enable <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the image will be stored in the texture's images array if overwritten.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-attach-camera">void <strong>viewport_attach_camera</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> camera <strong>)</strong></p>
<p>Sets a viewport's camera.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-attach-canvas">void <strong>viewport_attach_canvas</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p>
<p>Sets a viewport's canvas.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-attach-to-screen">void <strong>viewport_attach_to_screen</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rect2.html#class-rect2"><span class="std std-ref">Rect2</span></a> rect=Rect2( 0, 0, 0, 0 ), <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> screen=0 <strong>)</strong></p>
<p>Copies viewport to a region of the screen specified by <code class="docutils literal notranslate"><span class="pre">rect</span></code>. If <a class="reference internal" href="class_viewport.html#class-viewport-property-render-direct-to-screen"><span class="std std-ref">Viewport.render_direct_to_screen</span></a> is <code class="docutils literal notranslate"><span class="pre">true</span></code>, then viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.</p>
<p>For example, you can set the root viewport to not render at all with the following code:</p>
<div class="highlight-gdscript notranslate"><div class="highlight"><pre><span></span><span class="k">func</span> <span class="n">_ready</span><span class="p">():</span>
<span class="n">get_viewport</span><span class="p">()</span><span class="o">.</span><span class="n">set_attach_to_screen_rect</span><span class="p">(</span><span class="nb nb-Type">Rect2</span><span class="p">())</span>
<span class="o">$</span><span class="n">Viewport</span><span class="o">.</span><span class="n">set_attach_to_screen_rect</span><span class="p">(</span><span class="nb nb-Type">Rect2</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">600</span><span class="p">,</span> <span class="mi">600</span><span class="p">))</span>
</pre></div>
</div>
<p>Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see <a class="reference internal" href="#class-visualserver-method-viewport-set-render-direct-to-screen"><span class="std std-ref">viewport_set_render_direct_to_screen</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-create"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>viewport_create</strong> <strong>(</strong> <strong>)</strong></p>
<p>Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <code class="docutils literal notranslate"><span class="pre">viewport_*</span></code> VisualServer functions.</p>
<p>Once finished with your RID, you will want to free the RID using the VisualServer's <a class="reference internal" href="#class-visualserver-method-free-rid"><span class="std std-ref">free_rid</span></a> static method.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-detach">void <strong>viewport_detach</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport <strong>)</strong></p>
<p>Detaches the viewport from the screen.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-get-render-info"><a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> <strong>viewport_get_render_info</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> info <strong>)</strong></p>
<p>Returns a viewport's render information. For options, see the <a class="reference internal" href="#enum-visualserver-viewportrenderinfo"><span class="std std-ref">ViewportRenderInfo</span></a> constants.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-get-texture"><a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> <strong>viewport_get_texture</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport <strong>)</strong> <abbr title="This method has no side effects. It doesn't modify any of the instance's member variables.">const</abbr></p>
<p>Returns the viewport's last rendered frame.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-remove-canvas">void <strong>viewport_remove_canvas</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas <strong>)</strong></p>
<p>Detaches a viewport from a canvas and vice versa.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-active">void <strong>viewport_set_active</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> active <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, sets the viewport active, else sets it inactive.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-canvas-stacking">void <strong>viewport_set_canvas_stacking</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> layer, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> sublayer <strong>)</strong></p>
<p>Sets the stacking order for a viewport's canvas.</p>
<p><code class="docutils literal notranslate"><span class="pre">layer</span></code> is the actual canvas layer, while <code class="docutils literal notranslate"><span class="pre">sublayer</span></code> specifies the stacking order of the canvas among those in the same layer.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-canvas-transform">void <strong>viewport_set_canvas_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> canvas, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> offset <strong>)</strong></p>
<p>Sets the transformation of a viewport's canvas.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-clear-mode">void <strong>viewport_set_clear_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportclearmode"><span class="std std-ref">ViewportClearMode</span></a> clear_mode <strong>)</strong></p>
<p>Sets the clear mode of a viewport. See <a class="reference internal" href="#enum-visualserver-viewportclearmode"><span class="std std-ref">ViewportClearMode</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-debug-draw">void <strong>viewport_set_debug_draw</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> draw <strong>)</strong></p>
<p>Sets the debug draw mode of a viewport. See <a class="reference internal" href="#enum-visualserver-viewportdebugdraw"><span class="std std-ref">ViewportDebugDraw</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-disable-3d">void <strong>viewport_set_disable_3d</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> disabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, a viewport's 3D rendering is disabled.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-disable-environment">void <strong>viewport_set_disable_environment</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> disabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, rendering of a viewport's environment is disabled.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-global-canvas-transform">void <strong>viewport_set_global_canvas_transform</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_transform2d.html#class-transform2d"><span class="std std-ref">Transform2D</span></a> transform <strong>)</strong></p>
<p>Sets the viewport's global transformation matrix.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-hdr">void <strong>viewport_set_hdr</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the viewport renders to high dynamic range (HDR) instead of standard dynamic range (SDR). See also <a class="reference internal" href="#class-visualserver-method-viewport-set-use-32-bpc-depth"><span class="std std-ref">viewport_set_use_32_bpc_depth</span></a>.</p>
<p><strong>Note:</strong> Only available on the GLES3 backend.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-hide-canvas">void <strong>viewport_set_hide_canvas</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> hidden <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the viewport's canvas is not rendered.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-hide-scenario">void <strong>viewport_set_hide_scenario</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> hidden <strong>)</strong></p>
<p>Currently unimplemented in Godot 3.x.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-msaa">void <strong>viewport_set_msaa</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> msaa <strong>)</strong></p>
<p>Sets the anti-aliasing mode. See <a class="reference internal" href="#enum-visualserver-viewportmsaa"><span class="std std-ref">ViewportMSAA</span></a> for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-parent-viewport">void <strong>viewport_set_parent_viewport</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> parent_viewport <strong>)</strong></p>
<p>Sets the viewport's parent to another viewport.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-render-direct-to-screen">void <strong>viewport_set_render_direct_to_screen</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the <code class="docutils literal notranslate"><span class="pre">SCREEN_TEXTURE</span></code>. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-scenario">void <strong>viewport_set_scenario</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> scenario <strong>)</strong></p>
<p>Sets a viewport's scenario.</p>
<p>The scenario contains information about the <a class="reference internal" href="#enum-visualserver-scenariodebugmode"><span class="std std-ref">ScenarioDebugMode</span></a>, environment information, reflection atlas etc.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-shadow-atlas-quadrant-subdivision">void <strong>viewport_set_shadow_atlas_quadrant_subdivision</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> quadrant, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> subdivision <strong>)</strong></p>
<p>Sets the shadow atlas quadrant's subdivision.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-shadow-atlas-size">void <strong>viewport_set_shadow_atlas_size</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> size <strong>)</strong></p>
<p>Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-sharpen-intensity">void <strong>viewport_set_sharpen_intensity</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_float.html#class-float"><span class="std std-ref">float</span></a> intensity <strong>)</strong></p>
<p>Sets the sharpening <code class="docutils literal notranslate"><span class="pre">intensity</span></code> for the <code class="docutils literal notranslate"><span class="pre">viewport</span></code>. If set to a value greater than <code class="docutils literal notranslate"><span class="pre">0.0</span></code>, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around <code class="docutils literal notranslate"><span class="pre">0.5</span></code> generally give the best results. See also <a class="reference internal" href="#class-visualserver-method-viewport-set-use-fxaa"><span class="std std-ref">viewport_set_use_fxaa</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-size">void <strong>viewport_set_size</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> width, <a class="reference internal" href="class_int.html#class-int"><span class="std std-ref">int</span></a> height <strong>)</strong></p>
<p>Sets the viewport's width and height.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-transparent-background">void <strong>viewport_set_transparent_background</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the viewport renders its background as transparent.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-update-mode">void <strong>viewport_set_update_mode</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> update_mode <strong>)</strong></p>
<p>Sets when the viewport should be updated. See <a class="reference internal" href="#enum-visualserver-viewportupdatemode"><span class="std std-ref">ViewportUpdateMode</span></a> constants for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-usage">void <strong>viewport_set_usage</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> usage <strong>)</strong></p>
<p>Sets the viewport's 2D/3D mode. See <a class="reference internal" href="#enum-visualserver-viewportusage"><span class="std std-ref">ViewportUsage</span></a> constants for options.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-use-32-bpc-depth">void <strong>viewport_set_use_32_bpc_depth</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective if <a class="reference internal" href="#class-visualserver-method-viewport-set-use-32-bpc-depth"><span class="std std-ref">viewport_set_use_32_bpc_depth</span></a> is used on the same <a class="reference internal" href="class_viewport.html#class-viewport"><span class="std std-ref">Viewport</span></a> to set HDR to <code class="docutils literal notranslate"><span class="pre">true</span></code>.</p>
<p><strong>Note:</strong> Only available on the GLES3 backend.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-use-arvr">void <strong>viewport_set_use_arvr</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> use_arvr <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the viewport uses augmented or virtual reality technologies. See <a class="reference internal" href="class_arvrinterface.html#class-arvrinterface"><span class="std std-ref">ARVRInterface</span></a>.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-use-debanding">void <strong>viewport_set_use_debanding</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> debanding <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.</p>
<p><strong>Note:</strong> Only available on the GLES3 backend. <a class="reference internal" href="class_viewport.html#class-viewport-property-hdr"><span class="std std-ref">Viewport.hdr</span></a> must also be <code class="docutils literal notranslate"><span class="pre">true</span></code> for debanding to be effective.</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-use-fxaa">void <strong>viewport_set_use_fxaa</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> fxaa <strong>)</strong></p>
<p>Enables fast approximate antialiasing for this viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see <a class="reference internal" href="#class-visualserver-method-viewport-set-sharpen-intensity"><span class="std std-ref">viewport_set_sharpen_intensity</span></a>).</p>
<hr class="classref-item-separator docutils" />
<p class="classref-method" id="class-visualserver-method-viewport-set-vflip">void <strong>viewport_set_vflip</strong> <strong>(</strong> <a class="reference internal" href="class_rid.html#class-rid"><span class="std std-ref">RID</span></a> viewport, <a class="reference internal" href="class_bool.html#class-bool"><span class="std std-ref">bool</span></a> enabled <strong>)</strong></p>
<p>If <code class="docutils literal notranslate"><span class="pre">true</span></code>, the viewport's rendering is flipped vertically.</p>
</section>
</section>
</div>
</div>
<footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
<a href="class_visualscriptfunctionstate.html" class="btn btn-neutral float-left" title="VisualScriptFunctionState" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
<a href="class_weakref.html" class="btn btn-neutral float-right" title="WeakRef" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
</div>
<hr/>
<div role="contentinfo">
<p>&#169; Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0).</p>
</div>
Built with <a href="https://www.sphinx-doc.org/">Sphinx</a> using a
<a href="https://github.com/readthedocs/sphinx_rtd_theme">theme</a>
provided by <a href="https://readthedocs.org">Read the Docs</a>.
</footer>
</div>
</div>
</section>
</div>
<div class="rst-versions" data-toggle="rst-versions" role="note" aria-label="versions">
<span class="rst-current-version" data-toggle="rst-current-version">
<span class="fa fa-book"> Read the Docs</span>
v: 3.6
<span class="fa fa-caret-down"></span>
</span>
<div class="rst-other-versions">
<dl>
<dt>Languages</dt>
<dd><a href="#">en</a></dd>
<dd><a href="#">de</a></dd>
<dd><a href="#">es</a></dd>
<dd><a href="#">fr</a></dd>
</dl>
<dl>
<dt>Versions</dt>
<dd><a href="#">stable</a></dd>
<dd><a href="#">latest</a></dd>
</dl>
<dl>
<dt>On Read the Docs</dt>
<dd>
<a href="///projects/">Project Home</a>
</dd>
<dd>
<a href="///projects//builds/">Builds</a>
</dd>
<dd>
<a href="///projects//downloads/">Downloads</a>
</dd>
</dl>
<hr>
<small>
<span>Hosted by <a href="https://readthedocs.org">Read the Docs</a></span>
<span> · </span>
<a href="https://docs.readthedocs.io/page/privacy-policy.html">Privacy Policy</a>
</small>
</div>
</div><script>
jQuery(function () {
SphinxRtdTheme.Navigation.enable(true);
});
</script>
</body>
</html>