Viewport

Inherits: Node < Object

Inherited By: SubViewport, Window

Abstract base class for viewports. Encapsulates drawing and interaction with a game world.

Description

A Viewport creates a different view into the screen, or a sub-view inside another viewport. Child 2D nodes will display on it, and child Camera3D 3D nodes will render on it too.

Optionally, a viewport can have its own 2D or 3D world, so it doesn’t share what it draws with other viewports.

Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.

Also, viewports can be assigned to different screens in case the devices have multiple screens.

Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.

Tutorials

Properties

bool

audio_listener_enable_2d

false

bool

audio_listener_enable_3d

false

int

canvas_cull_mask

4294967295

DefaultCanvasItemTextureFilter

canvas_item_default_texture_filter

1

DefaultCanvasItemTextureRepeat

canvas_item_default_texture_repeat

0

Transform2D

canvas_transform

DebugDraw

debug_draw

0

bool

disable_3d

false

float

fsr_sharpness

0.2

Transform2D

global_canvas_transform

bool

gui_disable_input

false

bool

gui_embed_subwindows

false

bool

gui_snap_controls_to_pixels

true

bool

handle_input_locally

true

float

mesh_lod_threshold

1.0

MSAA

msaa_2d

0

MSAA

msaa_3d

0

bool

own_world_3d

false

bool

physics_object_picking

false

bool

physics_object_picking_first_only

false

bool

physics_object_picking_sort

false

bool

positional_shadow_atlas_16_bits

true

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_0

2

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_1

2

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_2

3

PositionalShadowAtlasQuadrantSubdiv

positional_shadow_atlas_quad_3

4

int

positional_shadow_atlas_size

2048

Scaling3DMode

scaling_3d_mode

0

float

scaling_3d_scale

1.0

ScreenSpaceAA

screen_space_aa

0

SDFOversize

sdf_oversize

1

SDFScale

sdf_scale

1

bool

snap_2d_transforms_to_pixel

false

bool

snap_2d_vertices_to_pixel

false

float

texture_mipmap_bias

0.0

bool

transparent_bg

false

bool

use_debanding

false

bool

use_hdr_2d

false

bool

use_occlusion_culling

false

bool

use_taa

false

bool

use_xr

false

VRSMode

vrs_mode

0

Texture2D

vrs_texture

VRSUpdateMode

vrs_update_mode

1

World2D

world_2d

World3D

world_3d

Methods

World2D

find_world_2d() const

World3D

find_world_3d() const

Camera2D

get_camera_2d() const

Camera3D

get_camera_3d() const

bool

get_canvas_cull_mask_bit(layer: int) const

Array[Window]

get_embedded_subwindows() const

Transform2D

get_final_transform() const

Vector2

get_mouse_position() const

PositionalShadowAtlasQuadrantSubdiv

get_positional_shadow_atlas_quadrant_subdiv(quadrant: int) const

int

get_render_info(type: RenderInfoType, info: RenderInfo)

Transform2D

get_screen_transform() const

ViewportTexture

get_texture() const

RID

get_viewport_rid() const

Rect2

get_visible_rect() const

Variant

gui_get_drag_data() const

Control

gui_get_focus_owner() const

Control

gui_get_hovered_control() const

bool

gui_is_drag_successful() const

bool

gui_is_dragging() const

void

gui_release_focus()

bool

is_input_handled() const

void

push_input(event: InputEvent, in_local_coords: bool = false)

void

push_text_input(text: String)

void

push_unhandled_input(event: InputEvent, in_local_coords: bool = false)

void

set_canvas_cull_mask_bit(layer: int, enable: bool)

void

set_input_as_handled()

void

set_positional_shadow_atlas_quadrant_subdiv(quadrant: int, subdiv: PositionalShadowAtlasQuadrantSubdiv)

void

update_mouse_cursor_state()

void

warp_mouse(position: Vector2)


Signals

gui_focus_changed(node: Control) 🔗

Emitted when a Control node grabs keyboard focus.

Note: A Control node losing focus doesn’t cause this signal to be emitted.


size_changed() 🔗

Emitted when the size of the viewport is changed, whether by resizing of window, or some other means.


Enumerations

enum PositionalShadowAtlasQuadrantSubdiv: 🔗

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED = 0

This quadrant will not be used.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_1 = 1

This quadrant will only be used by one shadow map.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_4 = 2

This quadrant will be split in 4 and used by up to 4 shadow maps.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_16 = 3

This quadrant will be split 16 ways and used by up to 16 shadow maps.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_64 = 4

This quadrant will be split 64 ways and used by up to 64 shadow maps.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_256 = 5

This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the positional_shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_1024 = 6

This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the positional_shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution.

PositionalShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_MAX = 7

Represents the size of the PositionalShadowAtlasQuadrantSubdiv enum.


enum Scaling3DMode: 🔗

Scaling3DMode SCALING_3D_MODE_BILINEAR = 0

Use bilinear scaling for the viewport’s 3D buffer. The amount of scaling can be set using scaling_3d_scale. Values less than 1.0 will result in undersampling while values greater than 1.0 will result in supersampling. A value of 1.0 disables scaling.

Scaling3DMode SCALING_3D_MODE_FSR = 1

Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport’s 3D buffer. The amount of scaling can be set using scaling_3d_scale. Values less than 1.0 will be result in the viewport being upscaled using FSR. Values greater than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 disables scaling.

Scaling3DMode SCALING_3D_MODE_FSR2 = 2

Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport’s 3D buffer. The amount of scaling can be set using scaling_3d_scale. Values less than 1.0 will be result in the viewport being upscaled using FSR2. Values greater than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 will use FSR2 at native resolution as a TAA solution.

Scaling3DMode SCALING_3D_MODE_MAX = 3

Represents the size of the Scaling3DMode enum.


enum MSAA: 🔗

MSAA MSAA_DISABLED = 0

Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.

MSAA MSAA_2X = 1

Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.

MSAA MSAA_4X = 2

Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.

MSAA MSAA_8X = 3

Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.

MSAA MSAA_MAX = 4

Represents the size of the MSAA enum.


enum ScreenSpaceAA: 🔗

ScreenSpaceAA SCREEN_SPACE_AA_DISABLED = 0

Do not perform any antialiasing in the full screen post-process.

ScreenSpaceAA SCREEN_SPACE_AA_FXAA = 1

Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.

ScreenSpaceAA SCREEN_SPACE_AA_MAX = 2

Represents the size of the ScreenSpaceAA enum.


enum RenderInfo: 🔗

RenderInfo RENDER_INFO_OBJECTS_IN_FRAME = 0

Amount of objects in frame.

RenderInfo RENDER_INFO_PRIMITIVES_IN_FRAME = 1

Amount of vertices in frame.

RenderInfo RENDER_INFO_DRAW_CALLS_IN_FRAME = 2

Amount of draw calls in frame.

RenderInfo RENDER_INFO_MAX = 3

Represents the size of the RenderInfo enum.


enum RenderInfoType: 🔗

RenderInfoType RENDER_INFO_TYPE_VISIBLE = 0

Visible render pass (excluding shadows).

RenderInfoType RENDER_INFO_TYPE_SHADOW = 1

Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.

RenderInfoType RENDER_INFO_TYPE_CANVAS = 2

Canvas item rendering. This includes all 2D rendering.

RenderInfoType RENDER_INFO_TYPE_MAX = 3

Represents the size of the RenderInfoType enum.


enum DebugDraw: 🔗

DebugDraw DEBUG_DRAW_DISABLED = 0

Objects are displayed normally.

DebugDraw DEBUG_DRAW_UNSHADED = 1

Objects are displayed without light information.

DebugDraw DEBUG_DRAW_LIGHTING = 2

Objects are displayed without textures and only with lighting information.

DebugDraw DEBUG_DRAW_OVERDRAW = 3

Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.

DebugDraw DEBUG_DRAW_WIREFRAME = 4

Objects are displayed as wireframe models.

DebugDraw DEBUG_DRAW_NORMAL_BUFFER = 5

Objects are displayed without lighting information and their textures replaced by normal mapping.

DebugDraw DEBUG_DRAW_VOXEL_GI_ALBEDO = 6

Objects are displayed with only the albedo value from VoxelGIs.

DebugDraw DEBUG_DRAW_VOXEL_GI_LIGHTING = 7

Objects are displayed with only the lighting value from VoxelGIs.

DebugDraw DEBUG_DRAW_VOXEL_GI_EMISSION = 8

Objects are displayed with only the emission color from VoxelGIs.

DebugDraw DEBUG_DRAW_SHADOW_ATLAS = 9

Draws the shadow atlas that stores shadows from OmniLight3Ds and SpotLight3Ds in the upper left quadrant of the Viewport.

DebugDraw DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS = 10

Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.

DebugDraw DEBUG_DRAW_SCENE_LUMINANCE = 11

Draws the scene luminance buffer (if available) in the upper left quadrant of the Viewport.

DebugDraw DEBUG_DRAW_SSAO = 12

Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have Environment.ssao_enabled set in your WorldEnvironment.

DebugDraw DEBUG_DRAW_SSIL = 13

Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have Environment.ssil_enabled set in your WorldEnvironment.

DebugDraw DEBUG_DRAW_PSSM_SPLITS = 14

Colors each PSSM split for the DirectionalLight3Ds in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.

DebugDraw DEBUG_DRAW_DECAL_ATLAS = 15

Draws the decal atlas used by Decals and light projector textures in the upper left quadrant of the Viewport.

DebugDraw DEBUG_DRAW_SDFGI = 16

Draws the cascades used to render signed distance field global illumination (SDFGI).

Does nothing if the current environment’s Environment.sdfgi_enabled is false or SDFGI is not supported on the platform.

DebugDraw DEBUG_DRAW_SDFGI_PROBES = 17

Draws the probes used for signed distance field global illumination (SDFGI).

Does nothing if the current environment’s Environment.sdfgi_enabled is false or SDFGI is not supported on the platform.

DebugDraw DEBUG_DRAW_GI_BUFFER = 18

Draws the buffer used for global illumination (GI).

DebugDraw DEBUG_DRAW_DISABLE_LOD = 19

Draws all of the objects at their highest polycount, without low level of detail (LOD).

DebugDraw DEBUG_DRAW_CLUSTER_OMNI_LIGHTS = 20

Draws the cluster used by OmniLight3D nodes to optimize light rendering.

DebugDraw DEBUG_DRAW_CLUSTER_SPOT_LIGHTS = 21

Draws the cluster used by SpotLight3D nodes to optimize light rendering.

DebugDraw DEBUG_DRAW_CLUSTER_DECALS = 22

Draws the cluster used by Decal nodes to optimize decal rendering.

DebugDraw DEBUG_DRAW_CLUSTER_REFLECTION_PROBES = 23

Draws the cluster used by ReflectionProbe nodes to optimize decal rendering.

DebugDraw DEBUG_DRAW_OCCLUDERS = 24

Draws the buffer used for occlusion culling.

DebugDraw DEBUG_DRAW_MOTION_VECTORS = 25

Draws vector lines over the viewport to indicate the movement of pixels between frames.

DebugDraw DEBUG_DRAW_INTERNAL_BUFFER = 26

Draws the internal resolution buffer of the scene before post-processing is applied.


enum DefaultCanvasItemTextureFilter: 🔗

DefaultCanvasItemTextureFilter DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST = 0

The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).

DefaultCanvasItemTextureFilter DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR = 1

The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).

DefaultCanvasItemTextureFilter DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 2

The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true). This makes the texture look smooth from up close, and smooth from a distance.

Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.

DefaultCanvasItemTextureFilter DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 3

The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true). This makes the texture look pixelated from up close, and smooth from a distance.

Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.

DefaultCanvasItemTextureFilter DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX = 4

Represents the size of the DefaultCanvasItemTextureFilter enum.


enum DefaultCanvasItemTextureRepeat: 🔗

DefaultCanvasItemTextureRepeat DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED = 0

Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.

DefaultCanvasItemTextureRepeat DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED = 1

Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.

DefaultCanvasItemTextureRepeat DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR = 2

Flip the texture when repeating so that the edge lines up instead of abruptly changing.

DefaultCanvasItemTextureRepeat DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX = 3

Represents the size of the DefaultCanvasItemTextureRepeat enum.


enum SDFOversize: 🔗

SDFOversize SDF_OVERSIZE_100_PERCENT = 0

The signed distance field only covers the viewport’s own rectangle.

SDFOversize SDF_OVERSIZE_120_PERCENT = 1

The signed distance field is expanded to cover 20% of the viewport’s size around the borders.

SDFOversize SDF_OVERSIZE_150_PERCENT = 2

The signed distance field is expanded to cover 50% of the viewport’s size around the borders.

SDFOversize SDF_OVERSIZE_200_PERCENT = 3

The signed distance field is expanded to cover 100% (double) of the viewport’s size around the borders.

SDFOversize SDF_OVERSIZE_MAX = 4

Represents the size of the SDFOversize enum.


enum SDFScale: 🔗

SDFScale SDF_SCALE_100_PERCENT = 0

The signed distance field is rendered at full resolution.

SDFScale SDF_SCALE_50_PERCENT = 1

The signed distance field is rendered at half the resolution of this viewport.

SDFScale SDF_SCALE_25_PERCENT = 2

The signed distance field is rendered at a quarter the resolution of this viewport.

SDFScale SDF_SCALE_MAX = 3

Represents the size of the SDFScale enum.


enum VRSMode: 🔗

VRSMode VRS_DISABLED = 0

Variable Rate Shading is disabled.

VRSMode VRS_TEXTURE = 1

Variable Rate Shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.

VRSMode VRS_XR = 2

Variable Rate Shading’s texture is supplied by the primary XRInterface.

VRSMode VRS_MAX = 3

Represents the size of the VRSMode enum.


enum VRSUpdateMode: 🔗

VRSUpdateMode VRS_UPDATE_DISABLED = 0

The input texture for variable rate shading will not be processed.

VRSUpdateMode VRS_UPDATE_ONCE = 1

The input texture for variable rate shading will be processed once.

VRSUpdateMode VRS_UPDATE_ALWAYS = 2

The input texture for variable rate shading will be processed each frame.

VRSUpdateMode VRS_UPDATE_MAX = 3

Represents the size of the VRSUpdateMode enum.


Property Descriptions

bool audio_listener_enable_2d = false 🔗

  • void set_as_audio_listener_2d(value: bool)

  • bool is_audio_listener_2d()

If true, the viewport will process 2D audio streams.


bool audio_listener_enable_3d = false 🔗

  • void set_as_audio_listener_3d(value: bool)

  • bool is_audio_listener_3d()

If true, the viewport will process 3D audio streams.


int canvas_cull_mask = 4294967295 🔗

  • void set_canvas_cull_mask(value: int)

  • int get_canvas_cull_mask()

The rendering layers in which this Viewport renders CanvasItem nodes.


DefaultCanvasItemTextureFilter canvas_item_default_texture_filter = 1 🔗

Sets the default filter mode used by CanvasItems in this Viewport. See DefaultCanvasItemTextureFilter for options.


DefaultCanvasItemTextureRepeat canvas_item_default_texture_repeat = 0 🔗

Sets the default repeat mode used by CanvasItems in this Viewport. See DefaultCanvasItemTextureRepeat for options.


Transform2D canvas_transform 🔗

The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItems. This is relative to the global canvas transform of the viewport.


DebugDraw debug_draw = 0 🔗

The overlay mode for test rendered geometry in debug purposes.


bool disable_3d = false 🔗

  • void set_disable_3d(value: bool)

  • bool is_3d_disabled()

Disable 3D rendering (but keep 2D rendering).


float fsr_sharpness = 0.2 🔗

  • void set_fsr_sharpness(value: float)

  • float get_fsr_sharpness()

Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won’t make a visible difference.

To control this property on the root viewport, set the ProjectSettings.rendering/scaling_3d/fsr_sharpness project setting.


Transform2D global_canvas_transform 🔗

The global canvas transform of the viewport. The canvas transform is relative to this.


bool gui_disable_input = false 🔗

  • void set_disable_input(value: bool)

  • bool is_input_disabled()

If true, the viewport will not receive input events.


bool gui_embed_subwindows = false 🔗

  • void set_embedding_subwindows(value: bool)

  • bool is_embedding_subwindows()

If true, sub-windows (popups and dialogs) will be embedded inside application window as control-like nodes. If false, they will appear as separate windows handled by the operating system.


bool gui_snap_controls_to_pixels = true 🔗

  • void set_snap_controls_to_pixels(value: bool)

  • bool is_snap_controls_to_pixels_enabled()

If true, the GUI controls on the viewport will lay pixel perfectly.


bool handle_input_locally = true 🔗

  • void set_handle_input_locally(value: bool)

  • bool is_handling_input_locally()

If true, this viewport will mark incoming input events as handled by itself. If false, this is instead done by the first parent viewport that is set to handle input locally.

A SubViewportContainer will automatically set this property to false for the Viewport contained inside of it.

See also set_input_as_handled and is_input_handled.


float mesh_lod_threshold = 1.0 🔗

  • void set_mesh_lod_threshold(value: float)

  • float get_mesh_lod_threshold()

The automatic LOD bias to use for meshes rendered within the Viewport (this is analogous to ReflectionProbe.mesh_lod_threshold). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to 0.0, automatic LOD is disabled. Increase mesh_lod_threshold to improve performance at the cost of geometry detail.

To control this property on the root viewport, set the ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels project setting.

Note: mesh_lod_threshold does not affect GeometryInstance3D visibility ranges (also known as “manual” LOD or hierarchical LOD).


MSAA msaa_2d = 0 🔗

  • void set_msaa_2d(value: MSAA)

  • MSAA get_msaa_2d()

The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing.


MSAA msaa_3d = 0 🔗

  • void set_msaa_3d(value: MSAA)

  • MSAA get_msaa_3d()

The multisample anti-aliasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d scaling_3d_mode for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.


bool own_world_3d = false 🔗

  • void set_use_own_world_3d(value: bool)

  • bool is_using_own_world_3d()

If true, the viewport will use a unique copy of the World3D defined in world_3d.


bool physics_object_picking = false 🔗

  • void set_physics_object_picking(value: bool)

  • bool get_physics_object_picking()

If true, the objects rendered by viewport become subjects of mouse picking process.

Note: The number of simultaneously pickable objects is limited to 64 and they are selected in a non-deterministic order, which can be different in each picking process.


bool physics_object_picking_first_only = false 🔗

  • void set_physics_object_picking_first_only(value: bool)

  • bool get_physics_object_picking_first_only()

If true, the input_event signal will only be sent to one physics object in the mouse picking process. If you want to get the top object only, you must also enable physics_object_picking_sort.

If false, an input_event signal will be sent to all physics objects in the mouse picking process.

This applies to 2D CanvasItem object picking only.


bool physics_object_picking_sort = false 🔗

  • void set_physics_object_picking_sort(value: bool)

  • bool get_physics_object_picking_sort()

If true, objects receive mouse picking events sorted primarily by their CanvasItem.z_index and secondarily by their position in the scene tree. If false, the order is undetermined.

Note: This setting is disabled by default because of its potential expensive computational cost.

Note: Sorting happens after selecting the pickable objects. Because of the limitation of 64 simultaneously pickable objects, it is not guaranteed that the object with the highest CanvasItem.z_index receives the picking event.


bool positional_shadow_atlas_16_bits = true 🔗

  • void set_positional_shadow_atlas_16_bits(value: bool)

  • bool get_positional_shadow_atlas_16_bits()

Use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.


PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quad_0 = 2 🔗

The subdivision amount of the first quadrant on the shadow atlas.


PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quad_1 = 2 🔗

The subdivision amount of the second quadrant on the shadow atlas.


PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quad_2 = 3 🔗

The subdivision amount of the third quadrant on the shadow atlas.


PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quad_3 = 4 🔗

The subdivision amount of the fourth quadrant on the shadow atlas.


int positional_shadow_atlas_size = 2048 🔗

  • void set_positional_shadow_atlas_size(value: int)

  • int get_positional_shadow_atlas_size()

The shadow atlas’ resolution (used for omni and spot lights). The value is rounded up to the nearest power of 2.

Note: If this is set to 0, no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).


Scaling3DMode scaling_3d_mode = 0 🔗

Sets scaling 3d mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.

To control this property on the root viewport, set the ProjectSettings.rendering/scaling_3d/mode project setting.


float scaling_3d_scale = 1.0 🔗

  • void set_scaling_3d_scale(value: float)

  • float get_scaling_3d_scale()

Scales the 3D render buffer based on the viewport size uses an image filter specified in ProjectSettings.rendering/scaling_3d/mode to scale the output image to the full viewport size. Values lower than 1.0 can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than 1.0 are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also ProjectSettings.rendering/anti_aliasing/quality/msaa_3d for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.

When using FSR upscaling, AMD recommends exposing the following values as preset options to users “Ultra Quality: 0.77”, “Quality: 0.67”, “Balanced: 0.59”, “Performance: 0.5” instead of exposing the entire scale.

To control this property on the root viewport, set the ProjectSettings.rendering/scaling_3d/scale project setting.


ScreenSpaceAA screen_space_aa = 0 🔗

Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.


SDFOversize sdf_oversize = 1 🔗

Controls how much of the original viewport’s size should be covered by the 2D signed distance field. This SDF can be sampled in CanvasItem shaders and is also used for GPUParticles2D collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through LightOccluder2Ds as the occluders leave the viewport, increase this setting.

The percentage is added on each axis and on both sides. For example, with the default SDF_OVERSIZE_120_PERCENT, the signed distance field will cover 20% of the viewport’s size outside the viewport on each side (top, right, bottom, left).


SDFScale sdf_scale = 1 🔗

The resolution scale to use for the 2D signed distance field. Higher values lead to a more precise and more stable signed distance field as the camera moves, at the cost of performance.


bool snap_2d_transforms_to_pixel = false 🔗

  • void set_snap_2d_transforms_to_pixel(value: bool)

  • bool is_snap_2d_transforms_to_pixel_enabled()

If true, CanvasItem nodes will internally snap to full pixels. Their position can still be sub-pixel, but the decimals will not have effect. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled.


bool snap_2d_vertices_to_pixel = false 🔗

  • void set_snap_2d_vertices_to_pixel(value: bool)

  • bool is_snap_2d_vertices_to_pixel_enabled()

If true, vertices of CanvasItem nodes will snap to full pixels. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled.


float texture_mipmap_bias = 0.0 🔗

  • void set_texture_mipmap_bias(value: float)

  • float get_texture_mipmap_bias()

Affects the final texture sharpness by reading from a lower or higher mipmap (also called “texture LOD bias”). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).

Enabling temporal antialiasing (use_taa) will automatically apply a -0.5 offset to this value, while enabling FXAA (screen_space_aa) will automatically apply a -0.25 offset to this value. If both TAA and FXAA are enabled at the same time, an offset of -0.75 is applied to this value.

Note: If scaling_3d_scale is lower than 1.0 (exclusive), texture_mipmap_bias is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is log2(scaling_3d_scale) + mipmap_bias.

To control this property on the root viewport, set the ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias project setting.


bool transparent_bg = false 🔗

  • void set_transparent_background(value: bool)

  • bool has_transparent_background()

If true, the viewport should render its background as transparent.


bool use_debanding = false 🔗

  • void set_use_debanding(value: bool)

  • bool is_using_debanding()

If true, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is not affected by debanding unless the Environment.background_mode is Environment.BG_CANVAS. See also ProjectSettings.rendering/anti_aliasing/quality/use_debanding.

In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.


bool use_hdr_2d = false 🔗

  • void set_use_hdr_2d(value: bool)

  • bool is_using_hdr_2d()

If true, 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an RGBA16 framebuffer, while when using the Mobile renderer it will be an RGB10_A2 framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the 0-1 range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.

Note: This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.


bool use_occlusion_culling = false 🔗

  • void set_use_occlusion_culling(value: bool)

  • bool is_using_occlusion_culling()

If true, OccluderInstance3D nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, ProjectSettings.rendering/occlusion_culling/use_occlusion_culling must be set to true instead.

Note: Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges (GeometryInstance3D.visibility_range_begin and GeometryInstance3D.visibility_range_end) compared to occlusion culling.

Note: Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with module_raycast_enabled=yes.


bool use_taa = false 🔗

  • void set_use_taa(value: bool)

  • bool is_using_taa()

Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.

Note: The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.


bool use_xr = false 🔗

  • void set_use_xr(value: bool)

  • bool is_using_xr()

If true, the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.


VRSMode vrs_mode = 0 🔗

The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.


Texture2D vrs_texture 🔗

Texture to use when vrs_mode is set to VRS_TEXTURE.

The texture must use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:

  1. - 1×1 = rgb(0, 0, 0) - #000000
  2. - 1×2 = rgb(0, 85, 0) - #005500
  3. - 2×1 = rgb(85, 0, 0) - #550000
  4. - 2×2 = rgb(85, 85, 0) - #555500
  5. - 2×4 = rgb(85, 170, 0) - #55aa00
  6. - 4×2 = rgb(170, 85, 0) - #aa5500
  7. - 4×4 = rgb(170, 170, 0) - #aaaa00
  8. - 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
  9. - 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
  10. - 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware

VRSUpdateMode vrs_update_mode = 1 🔗

Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS requires the input texture to be converted to the format usable by the VRS method supported by the hardware. The update mode defines how often this happens. If the GPU does not support VRS, or VRS is not enabled, this property is ignored.


World2D world_2d 🔗

The custom World2D which can be used as 2D environment source.


World3D world_3d 🔗

The custom World3D which can be used as 3D environment source.


Method Descriptions

World2D find_world_2d() const 🔗

Returns the first valid World2D for this viewport, searching the world_2d property of itself and any Viewport ancestor.


World3D find_world_3d() const 🔗

Returns the first valid World3D for this viewport, searching the world_3d property of itself and any Viewport ancestor.


Camera2D get_camera_2d() const 🔗

Returns the currently active 2D camera. Returns null if there are no active cameras.


Camera3D get_camera_3d() const 🔗

Returns the currently active 3D camera.


bool get_canvas_cull_mask_bit(layer: int) const 🔗

Returns an individual bit on the rendering layer mask.


Array[Window] get_embedded_subwindows() const 🔗

Returns a list of the visible embedded Windows inside the viewport.

Note: Windows inside other viewports will not be listed.


Transform2D get_final_transform() const 🔗

Returns the transform from the viewport’s coordinate system to the embedder’s coordinate system.


Vector2 get_mouse_position() const 🔗

Returns the mouse’s position in this Viewport using the coordinate system of this Viewport.


PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(quadrant: int) const 🔗

Returns the positional shadow atlas quadrant subdivision of the specified quadrant.


int get_render_info(type: RenderInfoType, info: RenderInfo) 🔗

Returns rendering statistics of the given type. See RenderInfoType and RenderInfo for options.


Transform2D get_screen_transform() const 🔗

Returns the transform from the Viewport’s coordinates to the screen coordinates of the containing window manager window.


ViewportTexture get_texture() const 🔗

Returns the viewport’s texture.

Note: When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. Node._ready. To make sure the texture you get is correct, you can await RenderingServer.frame_post_draw signal.

  1. func _ready():
  2. await RenderingServer.frame_post_draw
  3. $Viewport.get_texture().get_image().save_png("user://Screenshot.png")

RID get_viewport_rid() const 🔗

Returns the viewport’s RID from the RenderingServer.


Rect2 get_visible_rect() const 🔗

Returns the visible rectangle in global screen coordinates.


Variant gui_get_drag_data() const 🔗

Returns the drag data from the GUI, that was previously returned by Control._get_drag_data.


Control gui_get_focus_owner() const 🔗

Returns the Control having the focus within this viewport. If no Control has the focus, returns null.


Control gui_get_hovered_control() const 🔗

Returns the Control that the mouse is currently hovering over in this viewport. If no Control has the cursor, returns null.

Typically the leaf Control node or deepest level of the subtree which claims hover. This is very useful when used together with Node.is_ancestor_of to find if the mouse is within a control tree.


bool gui_is_drag_successful() const 🔗

Returns true if the drag operation is successful.


bool gui_is_dragging() const 🔗

Returns true if the viewport is currently performing a drag operation.

Alternative to Node.NOTIFICATION_DRAG_BEGIN and Node.NOTIFICATION_DRAG_END when you prefer polling the value.


void gui_release_focus() 🔗

Removes the focus from the currently focused Control within this viewport. If no Control has the focus, does nothing.


bool is_input_handled() const 🔗

Returns whether the current InputEvent has been handled. Input events are not handled until set_input_as_handled has been called during the lifetime of an InputEvent.

This is usually done as part of input handling methods like Node._input, Control._gui_input or others, as well as in corresponding signal handlers.

If handle_input_locally is set to false, this method will try finding the first parent viewport that is set to handle input locally, and return its value for is_input_handled instead.


void push_input(event: InputEvent, in_local_coords: bool = false) 🔗

Triggers the given event in this Viewport. This can be used to pass an InputEvent between viewports, or to locally apply inputs that were sent over the network or saved to a file.

If in_local_coords is false, the event’s position is in the embedder’s coordinates and will be converted to viewport coordinates. If in_local_coords is true, the event’s position is in viewport coordinates.

While this method serves a similar purpose as Input.parse_input_event, it does not remap the specified event based on project settings like ProjectSettings.input_devices/pointing/emulate_touch_from_mouse.

Calling this method will propagate calls to child nodes for following methods in the given order:

If an earlier method marks the input as handled via set_input_as_handled, any later method in this list will not be called.

If none of the methods handle the event and physics_object_picking is true, the event is used for physics object picking.


void push_text_input(text: String) 🔗

Helper method which calls the set_text() method on the currently focused Control, provided that it is defined (e.g. if the focused Control is Button or LineEdit).


void push_unhandled_input(event: InputEvent, in_local_coords: bool = false) 🔗

Deprecated: Use push_input instead.

Triggers the given event in this Viewport. This can be used to pass an InputEvent between viewports, or to locally apply inputs that were sent over the network or saved to a file.

If in_local_coords is false, the event’s position is in the embedder’s coordinates and will be converted to viewport coordinates. If in_local_coords is true, the event’s position is in viewport coordinates.

Calling this method will propagate calls to child nodes for following methods in the given order:

If an earlier method marks the input as handled via set_input_as_handled, any later method in this list will not be called.

If none of the methods handle the event and physics_object_picking is true, the event is used for physics object picking.

Note: This method doesn’t propagate input events to embedded Windows or SubViewports.


void set_canvas_cull_mask_bit(layer: int, enable: bool) 🔗

Set/clear individual bits on the rendering layer mask. This simplifies editing this Viewport‘s layers.


void set_input_as_handled() 🔗

Stops the input from propagating further down the SceneTree.

Note: This does not affect the methods in Input, only the way events are propagated.


void set_positional_shadow_atlas_quadrant_subdiv(quadrant: int, subdiv: PositionalShadowAtlasQuadrantSubdiv) 🔗

Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.


void update_mouse_cursor_state() 🔗

Force instantly updating the display based on the current mouse cursor position. This includes updating the mouse cursor shape and sending necessary Control.mouse_entered, CollisionObject2D.mouse_entered, CollisionObject3D.mouse_entered and Window.mouse_entered signals and their respective mouse_exited counterparts.


void warp_mouse(position: Vector2) 🔗

Moves the mouse pointer to the specified position in this Viewport using the coordinate system of this Viewport.

Note: warp_mouse is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.


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