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-rw-r--r--doc/classes/ClassDB.xml4
-rw-r--r--doc/classes/Control.xml6
-rw-r--r--doc/classes/EditorPlugin.xml2
-rw-r--r--doc/classes/InstancePlaceholder.xml2
-rw-r--r--doc/classes/Light3D.xml2
-rw-r--r--doc/classes/MeshInstance3D.xml2
-rw-r--r--doc/classes/Node.xml12
-rw-r--r--doc/classes/PackedScene.xml14
-rw-r--r--doc/classes/Performance.xml4
-rw-r--r--doc/classes/Resource.xml2
-rw-r--r--doc/classes/SceneState.xml8
-rw-r--r--doc/classes/Script.xml4
-rw-r--r--doc/classes/WorldEnvironment.xml2
13 files changed, 32 insertions, 32 deletions
diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml
index 860bdc7c8f..028781d313 100644
--- a/doc/classes/ClassDB.xml
+++ b/doc/classes/ClassDB.xml
@@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<methods>
- <method name="can_instance" qualifiers="const">
+ <method name="can_instantiate" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="StringName">
@@ -187,7 +187,7 @@
Returns the parent class of [code]class[/code].
</description>
</method>
- <method name="instance" qualifiers="const">
+ <method name="instantiate" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="class" type="StringName">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 9015caa0b4..9addd5965a 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -201,14 +201,14 @@
[codeblocks]
[gdscript]
func _make_custom_tooltip(for_text):
- var tooltip = preload("res://SomeTooltipScene.tscn").instance()
+ var tooltip = preload("res://SomeTooltipScene.tscn").instantiate()
tooltip.get_node("Label").text = for_text
return tooltip
[/gdscript]
[csharp]
public override Godot.Control _MakeCustomTooltip(String forText)
{
- Node tooltip = ResourceLoader.Load&lt;PackedScene&gt;("res://SomeTooltipScene.tscn").Instance();
+ Node tooltip = ResourceLoader.Load&lt;PackedScene&gt;("res://SomeTooltipScene.tscn").Instantiate();
tooltip.GetNode&lt;Label&gt;("Label").Text = forText;
return tooltip;
}
@@ -1158,7 +1158,7 @@
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
- [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.
+ [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.
</member>
<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 0c0439e9d3..a02d318f70 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -404,7 +404,7 @@
</argument>
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
- When given node or resource is selected, the base type will be instanced (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
+ When given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
</description>
diff --git a/doc/classes/InstancePlaceholder.xml b/doc/classes/InstancePlaceholder.xml
index defd23afb1..934764b461 100644
--- a/doc/classes/InstancePlaceholder.xml
+++ b/doc/classes/InstancePlaceholder.xml
@@ -4,7 +4,7 @@
Placeholder for the root [Node] of a [PackedScene].
</brief_description>
<description>
- Turning on the option [b]Load As Placeholder[/b] for an instanced scene in the editor causes it to be replaced by an [InstancePlaceholder] when running the game. This makes it possible to delay actually loading the scene until calling [method create_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
+ Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in the editor causes it to be replaced by an [InstancePlaceholder] when running the game. This makes it possible to delay actually loading the scene until calling [method create_instance]. This is useful to avoid loading large scenes all at once by loading parts of it selectively.
The [InstancePlaceholder] does not have a transform. This causes any child nodes to be positioned relatively to the [Viewport] from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again.
</description>
<tutorials>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 84abf57cb6..815d20223d 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -4,7 +4,7 @@
Provides a base class for different kinds of light nodes.
</brief_description>
<description>
- Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
+ Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
</description>
<tutorials>
<link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml
index b5ab296bd0..7c4e75793e 100644
--- a/doc/classes/MeshInstance3D.xml
+++ b/doc/classes/MeshInstance3D.xml
@@ -4,7 +4,7 @@
Node that instances meshes into a scenario.
</brief_description>
<description>
- MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
+ MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 87dcfe18cf..21f3f1fcc0 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -5,13 +5,13 @@
</brief_description>
<description>
Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.
- A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
+ A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
- To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
+ To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instantiated what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
@@ -128,7 +128,7 @@
</argument>
<description>
Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
- If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instanced instead of its type.
+ If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type.
[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
[codeblocks]
[gdscript]
@@ -159,7 +159,7 @@
</argument>
<description>
Adds a [code]sibling[/code] node to current's node parent, at the same level as that node, right below it.
- If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instanced instead of its type.
+ If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type.
Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children.
</description>
</method>
@@ -805,7 +805,7 @@
The override to the default [MultiplayerAPI]. Set to [code]null[/code] to use the default [SceneTree] one.
</member>
<member name="filename" type="String" setter="set_filename" getter="get_filename">
- When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
+ When a scene is instantiated from a file, its topmost node contains the filename from which it was loaded.
</member>
<member name="multiplayer" type="MultiplayerAPI" setter="" getter="get_multiplayer">
The [MultiplayerAPI] instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
@@ -884,7 +884,7 @@
Notification received when a node is unparented (parent removed it from the list of children).
</constant>
<constant name="NOTIFICATION_INSTANCED" value="20">
- Notification received when the node is instanced.
+ Notification received when the node is instantiated.
</constant>
<constant name="NOTIFICATION_DRAG_BEGIN" value="21">
Notification received when a drag begins.
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 5887238a32..f39cae8be5 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -11,13 +11,13 @@
[codeblocks]
[gdscript]
# Use load() instead of preload() if the path isn't known at compile-time.
- var scene = preload("res://scene.tscn").instance()
+ var scene = preload("res://scene.tscn").instantiate()
# Add the node as a child of the node the script is attached to.
add_child(scene)
[/gdscript]
[csharp]
// C# has no preload, so you have to always use ResourceLoader.Load&lt;PackedScene&gt;().
- var scene = ResourceLoader.Load&lt;PackedScene&gt;("res://scene.tscn").Instance();
+ var scene = ResourceLoader.Load&lt;PackedScene&gt;("res://scene.tscn").Instantiate();
// Add the node as a child of the node the script is attached to.
AddChild(scene);
[/csharp]
@@ -76,7 +76,7 @@
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
</tutorials>
<methods>
- <method name="can_instance" qualifiers="const">
+ <method name="can_instantiate" qualifiers="const">
<return type="bool">
</return>
<description>
@@ -90,7 +90,7 @@
Returns the [code]SceneState[/code] representing the scene file contents.
</description>
</method>
- <method name="instance" qualifiers="const">
+ <method name="instantiate" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
@@ -117,14 +117,14 @@
</members>
<constants>
<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
- If passed to [method instance], blocks edits to the scene state.
+ If passed to [method instantiate], blocks edits to the scene state.
</constant>
<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
- If passed to [method instance], provides local scene resources to the local scene.
+ If passed to [method instantiate], provides local scene resources to the local scene.
[b]Note:[/b] Only available in editor builds.
</constant>
<constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
- If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
+ If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
[b]Note:[/b] Only available in editor builds.
</constant>
</constants>
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index ff73844803..b6013fa83e 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -157,13 +157,13 @@
Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
</constant>
<constant name="OBJECT_COUNT" value="6" enum="Monitor">
- Number of objects currently instanced (including nodes).
+ Number of objects currently instantiated (including nodes).
</constant>
<constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor">
Number of resources currently used.
</constant>
<constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor">
- Number of nodes currently instanced in the scene tree. This also includes the root node.
+ Number of nodes currently instantiated in the scene tree. This also includes the root node.
</constant>
<constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor">
Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 6edb3b1a11..c8800a3c25 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -4,7 +4,7 @@
Base class for all resources.
</brief_description>
<description>
- Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
+ Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instantiated from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
</description>
<tutorials>
diff --git a/doc/classes/SceneState.xml b/doc/classes/SceneState.xml
index f9e0ef76b9..6d804cc697 100644
--- a/doc/classes/SceneState.xml
+++ b/doc/classes/SceneState.xml
@@ -95,7 +95,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
- Returns the node's index, which is its position relative to its siblings. This is only relevant and saved in scenes for cases where new nodes are added to an instanced or inherited scene among siblings from the base scene. Despite the name, this index is not related to the [code]idx[/code] argument used here and in other methods.
+ Returns the node's index, which is its position relative to its siblings. This is only relevant and saved in scenes for cases where new nodes are added to an instantiated or inherited scene among siblings from the base scene. Despite the name, this index is not related to the [code]idx[/code] argument used here and in other methods.
</description>
</method>
<method name="get_node_instance" qualifiers="const">
@@ -199,14 +199,14 @@
</methods>
<constants>
<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
- If passed to [method PackedScene.instance], blocks edits to the scene state.
+ If passed to [method PackedScene.instantiate], blocks edits to the scene state.
</constant>
<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
- If passed to [method PackedScene.instance], provides inherited scene resources to the local scene.
+ If passed to [method PackedScene.instantiate], provides inherited scene resources to the local scene.
[b]Note:[/b] Only available in editor builds.
</constant>
<constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
- If passed to [method PackedScene.instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
+ If passed to [method PackedScene.instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
[b]Note:[/b] Only available in editor builds.
</constant>
</constants>
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 56272760bd..e7527d73e2 100644
--- a/doc/classes/Script.xml
+++ b/doc/classes/Script.xml
@@ -11,11 +11,11 @@
<link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
</tutorials>
<methods>
- <method name="can_instance" qualifiers="const">
+ <method name="can_instantiate" qualifiers="const">
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the script can be instanced.
+ Returns [code]true[/code] if the script can be instantiated.
</description>
</method>
<method name="get_base_script" qualifiers="const">
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index c1cf639ec0..6aa2db00b4 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
The [WorldEnvironment] node is used to configure the default [Environment] for the scene.
- The parameters defined in the [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera3D]. Additionally, only one [WorldEnvironment] may be instanced in a given scene at a time.
+ The parameters defined in the [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera3D]. Additionally, only one [WorldEnvironment] may be instantiated in a given scene at a time.
The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene.
</description>
<tutorials>