Referencia de API
Generada desde el código del motor en cada construcción, así que no puede quedarse desfasada respecto a la versión que instalas.
Por dónde empezar
Hooks
71Everything a scene or an object asks for while it is being built: loading, input, cameras, lights, sound, state and the frame loop.
Creators
18What puts something in the game: the game itself, scenes, sprites, text, models, particles, packs and the rest.
Signals
13Named event channels, Godot-style, and the events an object sends up to whoever holds it.
Por tema
Game
14Starting an instance, the handle a running game exposes, its events, and what the renderer resolved to.
Scenes
48Declaring scenes, switching between them, pausing one without stopping the loop, the transitions, and the scene document.
Lifecycle
5What runs every frame, and what runs when a scene is taken down.
Game objects
45What a scene is filled with: sprites, texts, models, emitters, lines, materials, and destroying them.
Scripts
10Attaching authored behaviour to an object, its declared settings, and what one script can expose to another.
Input
46Keyboard, pointer and gamepad, plus named actions and the remapping layer a player owns.
Store
25State that outlives a scene, with optional persistence.
State
5The state an object keeps while it lives, and code that runs when it changes.
Signals
13Named event channels, Godot-style, and the events an object sends up to whoever holds it.
Sprites
14The 2D drawable and its atlas.
Tilemaps
20Tile layers, their source atlas, and reading a tile back.
Particles
17Emitters, their curves over a particle lifetime, and the document they serialize to.
Camera
15The 3D camera and the 2D one, picking through them, and aiming one.
Lighting
14Directional, point, spot and ambient lights, and the two kinds of shadow the era affords.
Geometry
19The shapes models are made of.
Animation
16What moves over time: sprite frames, skeletons and their clips, and tweens.
Materials
16Surfaces, custom shaders, and the file format shaders are written in.
Shader composer
74Writing a shader as typed values, and the node graph a .shader file holds.
Post-processing
12The chain that runs over the finished frame: dither, posterize, palette match and LUT grading.
Color & palettes
7Colour values, indexed palettes and grading tables: the indexed-colour half of the retro look.
Audio
19Sound, music in layers, zones and the listener.
Assets & loading
56Every asset hook and the loader they report through, for progress bars and preloaders.
Physics
45The body format the engine defines and the seam an adapter registers through. The simulation lives in the adapter.
Project
3The project file: the game window, the main scene and the input map.
Render
4What the renderer is told and what it answers: backends, capabilities and draw items.
Math
39Angles, interpolation, quaternions and seeded randomness.
Easing
32The easing curves, kept apart from Math so they do not swamp it.
Utils
1Id generation and asset path resolution.
Debug
9Lines, grids and axes drawn over the scene, to see what the game is doing.