The code reference
- Discover new nodes, functions, and properties to use in your code.
- Learn more about a code feature you already know.
- Remind yourself of how a function or a property works or what it does.
- Search for the name of a function or node you don't remember precisely.
- How to access and search the code reference.
- How to read a code reference page.
- Shortcuts to navigate reference pages fast.
How to access and search the code reference



get_node()
function because of the underscore. You have to search for "get_", "_node", or any part of the function name.
How to read a code reference page
add_child()
function.



Reading method and property descriptions
get_overlapping_areas()
function. In short, it's a very useful function that tells you which area nodes overlap with your area node. You can use it to detect, for example, a player in range of an interactable object.get_overlapping_areas()
to jump to the function's description.
Array[Area2D]
, as here, it means that the function returns an array of Area2D nodes. You can store the returned value in a variable or use the function call anywhere you could pass an array.
void
, like for the Node class's _process()
function, the function does not return any value. Precisely, it will return the value null
, which means no value.
Area2D.overlaps_area()
. This function tells you if your Area2D node overlaps another specific Area2D node. To call it, you need to pass one nodeWhat a strange type!

- const means that the function does not modify the object it's called on. It's a read-only function. It doesn't change any properties of the object. The "const" keyword is a convention from the C++ language that Godot uses under the hood.
- virtual means that the function is designed for you to override in your scripts. You can think of it as a hook provided by the engine. You can override the function in your script to add custom behavior. If you don't override it, the function does nothing.
get_overlapping_areas()
function has the "const" keyword. This means that it doesn't modify the Area2D node it's called on; it only returns a list of overlapping areas.
_process()
and _unhandled_input()
in the Node class are virtual functions. They're designed for you to override in your scripts. For example, you can add custom behavior to _process()
to make your node do something every frame.
Node.add_child()
function (the add_child()
function of the Node class) has no keyword. It means it changes the object's state: It adds a child node to the node it's called on.
monitoring
property of the Area2D node is a boolean, which means that its value can only be true or false.

Setters and Getters
monitoring = true
directly. You had to call the setter function instead: set_monitoring(true)
. These days, Godot users tend to work with the property names directly.monitoring
property, Godot calls the set_monitoring()
function under the hood. When you read the value of the monitoring
property, it calls the get_monitoring()
function, which returns the value.
area_entered
signal of the Area2D node. A signal doesn't have a type, so the entry starts with the signal name.
area
parameter is an Area2D node. It's the area node that entered this Area2D node.
The connected function parameters must be compatibleWhen connecting the signal to a function, you must ensure the function has the same number and type of required parameters. If you connect the
area_entered
signal to a function that doesn't accept an Area2D parameter or to a function that takes different parameter types, Godot will report an error.Shortcuts to navigate reference pages
How to quickly jump around a reference page

Lesson Q&A
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