123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899 |
- .. _doc_scene_unique_nodes:
- Scene Unique Nodes
- ==================
- Introduction
- ------------
- Using ``get_node()`` to reference nodes from a script can sometimes be fragile.
- If you move a button in a UI scene from one panel to another, the button's node
- path changes, and if a script uses ``get_node()`` with a hard-coded node path,
- the script will not be able to find the button anymore.
- In situations like this, the node can be turned into a scene
- unique node to avoid having to update the script every time
- the node's path is changed.
- Creation and usage
- ------------------
- In the Scene tree dock, right-click on a node and select
- **Access as Unique Name** in the context menu.
- .. image:: img/unique_name.webp
- After selecting the option, the node will now have a percent symbol (**%**) next
- to its name in the scene tree:
- .. image:: img/percent.webp
- You can now use the node in your script. For example, you can reference it with
- a ``get_node()`` method call by typing the % symbol, followed by the node's
- name:
- .. tabs::
- .. code-tab:: gdscript GDScript
- get_node("%RedButton").text = "Hello"
- %RedButton.text = "Hello" # Shorter syntax
- .. code-tab:: csharp
- GetNode<Button>("%RedButton").Text = "Hello";
- Same-scene limitation
- ---------------------
- A scene unique node can only be retrieved by a node inside the same scene. To
- demonstrate this limitation, consider this example **Player** scene that
- instances a **Sword** scene:
- .. image:: img/unique_name_scene_instance_example.webp
- Here are the results of ``get_node()`` calls inside the **Player** script:
- - ``get_node("%Eyes")`` returns the **Eyes** node.
- - ``get_node("%Hilt")`` returns ``null``.
- These are the results of ``get_node()`` calls inside the **Blade** script:
- - ``get_node("%Eyes")`` returns ``null``.
- - ``get_node("%Hilt")`` returns the **Hilt** node.
- If a script has access to a node in another scene, it can call ``get_node()`` on
- that node to get scene unique nodes from that node's scene. This also works in a
- node path, which avoids multiple ``get_node()`` calls. Here are two ways to get
- the **Hilt** node from the **Player** script using scene unique nodes:
- - ``get_node("Hand/Sword").get_node("%Hilt")`` returns the **Hilt** node.
- - ``get_node("Hand/Sword/%Hilt")`` also returns the **Hilt** node.
- Scene unique names don't only work at the end of a node path. They can be used
- in the middle to navigate from one node to another. For example, the **Sword** node
- is marked as a scene unique node in the **Player** scene, so this is possible:
- - ``get_node("%Sword/%Hilt")`` returns the **Hilt** node.
- Alternatives
- ------------
- Scene unique nodes are a useful tool to navigate a scene. However, there are
- some situations where other techniques may be better.
- A :ref:`Group <doc_groups>` allows locating a node (or a group of many nodes)
- from any other node, no matter what scene the two nodes are located in.
- A :ref:`Singleton (Autoload) <doc_singletons_autoload>` is an always loaded node
- that can be accessed directly by any node regardless of the scene. These are useful
- when some data or functionality is shared globally.
- :ref:`Node.find_child() <class_Node_method_find_child>` finds a node by name
- without knowing its full path. This seems similar to a scene unique node, but
- this method is able to find nodes in nested scenes, and doesn't require marking
- the node in the scene editor in any way. However, this method is slow. Scene
- unique nodes are cached by Godot and are fast to retrieve, but each time the
- method is called, ``find_child()`` needs to check every descendant (every child,
- grandchild, and so on).
|