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Scene actions

31 actions in the Scene category. Each block mirrors how the action appears in the editor's sidebar.

Add To Group

Start
Add To Group Scene
Node not set | Group 'enemies'

Adds the node to a named group, a common way to tag it as something like an enemy or a pickup.

Input Type Default Description
Node Node - The node to add. Leave it empty to add this node.
Group StringName 'enemies' The group name to tag the node with.

Phases StartEvery FramePhysicsEnd

Call Method

Start
Call Method Scene
Node not set | Method 'queue_free' | Argument not set

Calls a method on a node, with an optional argument. It reaches methods no dedicated action covers, such as queue_free or a custom one.

Input Type Default Description
Node Node - The node to call the method on. Leave it empty to call it on this node.
Method String 'queue_free' The name of the method to call, such as queue_free.
Argument Variant - A single value passed to the method. Leave it empty for a method that takes none.

Phases StartEvery FramePhysicsEnd

Call On Group

Start
Call On Group Scene
Group 'enemies' | Method 'queue_free'

Calls a method on every node in a group at once. The method runs with no arguments, so it suits calls like queue_free or a custom reset.

Input Type Default Description
Group StringName 'enemies' The group whose nodes are called.
Method StringName 'queue_free' The name of the method to call on each node.

Phases StartEvery FramePhysicsEnd

Change Parent

Start
Change Parent Scene
Node not set | New Parent not set

Moves a node under a new parent while keeping it in the same place on screen. Useful to pick up an item into a hand or a slot.

Input Type Default Description
Node Node - The node to move. Leave it empty to move this node.
New Parent Node - The node it becomes a child of.

Phases StartEvery FramePhysicsEnd

Change Scene

Start
Change Scene Scene
'res://scenes/main.tscn'

Replaces the running scene with another one. The current scene is freed, including the node this action runs on.

Input Type Default Description
Scene Path String 'res://scenes/main.tscn' The path to the scene file to load.

Phases StartEvery FramePhysics

Clear Children

Start
Clear Children Scene
not set

Removes every child of a node at the end of the frame. It is the pair of Spawn Into, which fills the same list again.

Input Type Default Description
Parent Node - The node whose children are removed. Leave it empty to clear this node.

Phases StartEvery FramePhysicsEnd

Clone Node

Start
Clone Node Scene
not set

Makes a copy of a node that is already in the scene and adds it next to the original. It suits repeating a card or an item that is already set up.

Input Type Default Description
Node Node - The node to copy. Leave it empty to copy this node.
Output Type Description
Clone Variant The copy that was just created, ready to be set up with Set Property.

Phases StartEvery FramePhysics

Destroy After Seconds

Start
Destroy After Seconds Scene
Node not set | Seconds 2.0

Removes this node from the scene once the given time has passed. It is how a bullet or a hit effect cleans itself up.

Input Type Default Description
Node Node - The node to destroy. Leave it empty to destroy this node.
Seconds float 2.0 How long the node stays alive before it is removed.

Phases Start

Destroy Group

Start
Destroy Group Scene
'enemies'

Removes every node of a group from the scene at the end of the frame. It suits clearing all enemies or all bullets when a round ends.

Input Type Default Description
Group StringName 'enemies' The group whose nodes are removed.

Phases StartEvery FramePhysicsEnd

Destroy Node

Start
Destroy Node Scene
not set

Removes another node from the scene at the end of the frame. Destroy Self is the one that removes this node instead.

Input Type Default Description
Node Node - The node to destroy. Leave it empty to destroy this node.

Phases StartEvery FramePhysicsEnd

Destroy Self

Start
Destroy Self Scene
not set

Removes this node from the scene at the end of the frame. Later actions still run, but the node is gone on the next frame.

Input Type Default Description
Node Node - The node to destroy. Leave it empty to destroy this node.

Phases StartEvery FramePhysics

Fade To Scene

Start
Fade To Scene Scene
Scene Path 'res://scenes/level.tscn' | Duration 0.5 | Color (0.0, 0.0, 0.0, 1.0)

Fades the screen to a solid color and then loads another scene. The overlay is freed together with the current scene.

Input Type Default Description
Scene Path String 'res://scenes/level.tscn' The path to the scene file to load when the fade ends.
Duration float 0.5 How long the fade takes, in seconds.
Color Color (0.0, 0.0, 0.0, 1.0) The color the screen fades to.

Phases Start

Get Group

Every Frame
Get Group Scene
'enemies' | → Any | → None

Collects every node in a group and stores it as an array. Pair it with For Each to act on all of them at once.

Input Type Default Description
Group StringName 'enemies' The group whose nodes are collected.
Output Type Description
Members Array Where to store the array of nodes in the group.
Branch Goes to
Any Where to go when the group has at least one node.
None Where to go when the group is empty, which is when an empty array is stored.

Phases StartEvery FramePhysicsEnd

Get Nearest

Every Frame
Get Nearest Scene
Node not set | Group 'enemies' | → Found | → None

Finds the closest node in a group and stores it, measured by distance in global space. The node itself is skipped so it never matches itself.

Input Type Default Description
Node Node - The node to measure from. Leave it empty to measure from this node, which is also the one left out of the search.
Group StringName 'enemies' The group to search for the closest node.
Output Type Description
Nearest Object Where to store the closest node found.
Branch Goes to
Found Where to go when the group had someone to pick.
None Where to go when the group is empty, which is when nothing is stored.

Phases StartEvery FramePhysicsEnd Works on Node2DNode3D

Get Node

Start
Get Node Scene
From not set | Path 'Sprite2D' | → Found | → Missing

Looks up a node by its path and stores it so later actions can use it. Stores null when nothing is found at that path. It answers what sits at the path right now, so When It Changes is the one that fires only on the frame that answer becomes something else.

Input Type Default Description
From Node - The node the path starts from. Leave it empty to start from this node.
Path String 'Sprite2D' The path to the node, relative to From.
Output Type Description
Node Variant Where to store the node that was found.
Branch Goes to
Found Where to go when the path resolved to a node.
Missing Where to go when nothing sits at that path, which is when null is stored.

Phases StartEvery FramePhysics

Get Nodes Where

Every Frame
Get Nodes Where Scene
Group 'enemies' | Property 'visible' | Operator '==' | Value 0 | → Any | → None

Collects the nodes of a group whose property passes a comparison and stores them as an array. Pair it with For Each to act only on the ones that matched.

Input Type Default Description
Group StringName 'enemies' The group whose nodes are looked at.
Property String 'visible' The property read on each node, such as visible or health.
Operator String '==' How the property is compared to the value.
Value Variant 0 The value the property is compared against.
Output Type Description
Result Array Where to store the array of nodes that matched.
Branch Goes to
Any Where to go when at least one node passed the comparison.
None Where to go when no node passed, which is when an empty array is stored.

Phases StartEvery FramePhysicsEnd

Get Position

Every Frame
Get Position Scene
not set

Reads the global position of a node and stores it. This is what a move or look action needs after Get Nearest, which hands back the node, not its point.

Input Type Default Description
Node Node - The node to read the position of. Leave it empty to read this node.
Output Type Description
Result Variant Where to store the global position (Vector2 in 2D, Vector3 in 3D).

Phases StartEvery FramePhysicsEnd

Get Property

Every Frame
Get Property Scene
Node not set | Name 'position'

Reads a property or a variable of any node by its name and stores the value. It reaches values no dedicated action covers, on this node or on another one.

Input Type Default Description
Node Node - The node to read from. Leave it empty to read this node.
Name String 'position' The name of the property or variable, such as health. Reach a part of it with a colon, as in position:y.
Output Type Description
Result Variant Where to store the value that was read.

Phases StartEvery FramePhysicsEnd

Get Screen Size

Every Frame
Get Screen Size Scene

Reads how big the visible screen is, in pixels. It is what a centering, an edge check or a random spawn spot needs to know the play area.

Output Type Description
Result Vector2 Where to store the screen size, in pixels.

Phases StartEvery FramePhysicsEnd

Has Node

Every Frame
Has Node Scene
From not set | Path '' | → True | → False

Answers whether a node sits at the given path. It can branch on the answer or hand it to a field that takes a yes or no.

Input Type Default Description
From Node - The node the path starts from. Leave it empty to start from this node.
Path String '' The node path to check, relative to this node.
Output Type Description
Yes bool Where to store whether the node is there.
Branch Goes to
True Where to go when the node exists.
False Where to go when the node is missing.

Phases StartEvery FramePhysics

Is In Group

Every Frame
Is In Group Scene
Node not set | Group 'enemies' | → True | → False

Answers whether a node belongs to a group. It can branch on the answer or hand it to a field that takes a yes or no.

Input Type Default Description
Node Node - The node to check. Leave it empty to check this node.
Group StringName 'enemies' The group name to check for.
Output Type Description
Yes bool Where to store whether the node is in the group.
Branch Goes to
True Where to go when the node is in the group.
False Where to go when the node is not in the group.

Phases StartEvery FramePhysics

Pause Game

Start
Pause Game Scene
true

Pauses or resumes the whole game. Paused nodes stop updating unless their process mode is set to always run.

Input Type Default Description
Paused bool true True to pause the game, false to resume it.

Phases StartEvery FramePhysicsEnd

Quit Game

Start
Quit Game Scene

Closes the game. It does nothing in a web export.

Phases StartEvery FramePhysics

Reload Scene

Start
Reload Scene Scene

Restarts the current scene from scratch, the usual choice for a game over and retry.

Phases StartEvery FramePhysics

Remove From Group

Start
Remove From Group Scene
Node not set | Group 'enemies'

Removes the node from a named group, so group checks and group calls no longer reach it.

Input Type Default Description
Node Node - The node to remove. Leave it empty to remove this node.
Group StringName 'enemies' The group name to drop from the node.

Phases StartEvery FramePhysicsEnd

Set Property

Every Frame
Set Property Scene
Node not set | Name 'position' | Value 0

Writes a value into a property or a variable of any node, found by its name. It reaches other nodes, so one script can drive the whole scene.

Input Type Default Description
Node Node - The node to write to. Leave it empty to write to this node.
Name String 'position' The name of the property or variable, such as position or health.
Value Variant 0 The value to write.

Phases StartEvery FramePhysicsEnd

Snap To Grid

Every Frame
Snap To Grid Scene
Node not set | Cell Size 32.0

Rounds the position of the node to the nearest grid cell, so it lines up with a tile or a board square.

Input Type Default Description
Node Node - The node to snap. Leave it empty to snap this node.
Cell Size float 32.0 How wide one grid cell is, in pixels for a 2D node and in units for a 3D one.

Phases StartEvery FramePhysicsEnd Works on Node2DNode3D

Spawn At Node

Start
Spawn At Node Scene
Scene Path 'res://scenes/bullet.tscn' | At not set

Loads a scene file and adds a copy of it next to this node, placed on top of another node. It works the same in 2D and 3D.

Input Type Default Description
Scene Path String 'res://scenes/bullet.tscn' The path to the scene file to spawn.
At Node - The node the copy is placed on, such as a muzzle marker or a spawn point.
Output Type Description
Spawned Variant The copy that was just created, ready to be set up with Set Property.

Phases StartEvery FramePhysics

Spawn Into

Start
Spawn Into Scene
Scene Path 'res://scenes/bullet.tscn' | Parent not set

Loads a scene file and adds a copy of it as a child of the chosen node. It fits filling a list, an inventory or a hand of cards.

Input Type Default Description
Scene Path String 'res://scenes/bullet.tscn' The path to the scene file to spawn.
Parent Node - The node the copy becomes a child of, such as a VBoxContainer.
Output Type Description
Spawned Variant The copy that was just created, ready to be set up with Set Property.

Phases StartEvery FramePhysics

Spawn Scene

Start
Spawn Scene Scene
Scene Path 'res://scenes/bullet.tscn' | Position (0.0, 0.0)

Loads a scene file and adds a copy of it next to this node, placed at the given position.

Input Type Default Description
Scene Path String 'res://scenes/bullet.tscn' The path to the scene file to spawn.
Position Vector2 (0.0, 0.0) Where to place the new copy.
Output Type Description
Spawned Variant The copy that was just created, ready to be set up with Set Property.

Phases StartEvery FramePhysics Works on CanvasItem

Spawn Scene

Start
Spawn Scene Scene
Scene Path 'res://scenes/hit.tscn' | Position (0.0, 0.0, 0.0)

Loads a scene file and adds a copy of it next to this node, placed at the given position.

Input Type Default Description
Scene Path String 'res://scenes/hit.tscn' The path to the scene file to spawn.
Position Vector3 (0.0, 0.0, 0.0) Where to place the new copy, in world space.
Output Type Description
Spawned Variant The copy that was just created, ready to be set up with Set Property.

Phases StartEvery FramePhysics Works on Node3D