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Extensions
Valk edited this page Aug 27, 2025
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The .PrintFormatted() extension method outputs all public properties and fields of any object, including nodes.
// Prints results with GD.Print()
node.PrintFormatted(); // Prints node without crashing the editor!!! Amazing!
array.PrintFormatted();
// .ToFormattedString() may be desired if you don't want to use GD.Print()
Game.Log(node.ToFormattedString());
Game.Log(array.ToFormattedString());Recursively searches through the children of a node to find the first instance of a specified type.
entity.GetNode<Sprite2D>();Recursively gathers all nodes of a specified type from a given node.
List<Control> nothingButUINodes = mostlyUINodes.GetChildren<Control>();This gives you the dimensions of non-transparent pixels.
Vector2 size = sprite.GetPixelSize();T GetAutoload<T>(this Node node, string autoload) where T : Node
T GetSceneNode<T>(this Node node, string path) where T : Node
T GetNode<T>(this Node node, bool recursive = true) where T : Node
void AddToCurrentSceneDeferred(this Node node, Node child)
void AddToCurrentScene(this Node node, Node child)
void AddChildDeferred(this Node node, Node child)
void QueueFreeChildren(this Node parentNode)
void TraverseNodes(this Node node, Action<Node> code)
Node GetNodeInCurrentScene(this Node node, string path)
Node GetCurrentScene(this Node node)
List<Node> GetNodes(this Node node, Type type)
List<T> GetChildren<T>(this Node node, bool recursive = true) where T : Node
bool TryGetNode<T>(this Node node, out T foundNode, bool recursive = true) where T : Node
bool HasNode<T>(this Node node, bool recursive = true) where T : Node
Task WaitOneFrame(this Node parent)float Remap(this float value, float from1, float to1, float from2, float to2)bool IsWheelUp(this InputEventMouseButton @event)
bool IsZoomIn(this InputEventMouseButton @event)
bool IsLeftClickPressed(this InputEventMouseButton @event)
bool IsRightClickJustReleased(this InputEventMouseButton @event)
// and so on...Control SetFontSize(this Control control, int fontSize)
Control SetMarginLeft(this Control control, int padding)
// and so on...void SetPositionIgnoreSmoothing(this Camera2D camera, Vector2 position)void SetCondition(this AnimationTree tree, StringName path, bool value)
void SetBlendSpace1DPosition(this AnimationTree tree, StringName name, float value)
void SetParam(this AnimationTree tree, StringName path, Variant value)
Variant GetParam(this AnimationTree tree, StringName path)
bool GetCondition(this AnimationTree tree, StringName path)
AnimationNodeStateMachinePlayback GetStateMachine(this AnimationTree tree)Note
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