Guide to the Godot game engine/Servers (singletons)
Servers in Godot are for low-level engine manipulation, like changing the volume of sounds, creating collision objects and more. A "Server", in this sense, can also, less confusingly, be called a "singleton", as it is loaded only once, and cannot be duplicated or instanced.
Guide to the Godot game engine
<-- Animation Servers (singletons) Platform specific-->
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Nodes are just "things" that make use of these servers and present the user high-level (easier) manipulation, which can only go so far.
These are the limitations:
- It's slower
- Godot's source code is more complex
- It's harder to control them in different threads
- More memory is required.
Strengths are, however:
- It's simpler
- It's less likely to cause bugs in your game
- It's less confusing and more attractive - it draws users is with its simplicity
- It's faster to set up Node trees than write C++ code
Whether you use high-level, low-level or a combination of both is completely up to you and the game you are making.
Many server functions return or use RIDs (Resource ID). They must be kept stored in a variable to remain modifiable. In the case of resources, like textures, you must store the resource as a variable as well, or both it and its corresponding RID will be erased.
For more information on usage, see the docs.
NOTE: Godot's API for everything visual will change in Godot 4
The VisualServer creates a 2D "canvas" and a 3D "scenario", which can be given objects, both 2D and 3D, to draw. They will not draw unless you use a Viewport node.
VisualServer.canvas_item_set_parent(<Item RID>, get_canvas()) to add an item to the main canvas. You can create a canvas to use its RID with
var canvas=VisualServer.canvas_create(). You can attach a canvas to a Viewport with
VisualServer.canvas_item_set_parent(<canvas RID>, <Viewport RID>), providing it is not already attached to one.
For 3D, use
VisualServer.scenario_create() for a new scenario,
Spatial.get_world().scenario for the existing scenario and
VisualServer.instance_set_scenario(<Item RID>, <Scenario RID>) for adding an object/light to a scenario.
CanvasItems and VisualInstance nodes contain methods that allow drawing directly. In 2D, you can draw circles and rectangles, as well as textures and text. Using VisualInstance, you can draw meshes into 3D.
Helpful simple methods:
# Set the textures of the black borders when using stretch_mode ProjectSettings VisualServer.black_bars_set_images(left, top, right, bottom) # Force the screen to update immediately VisualServer.force_draw()
# Attach a new Viewport and disable the root func _ready(): get_viewport().set_attach_to_screen_rect(Rect2()) # Sets the rect to zero size # To get <Viewport RID>, call get_rid() on the chosen Viewport Node VisualServer.set_attach_to_screen_rect(<Viewport RID>, Rect2(0, 0, 600, 600)) # You can also use other sizes and offsets # The reason you must disable the root Viewport is because it is drawn last, # or in other words, drawn over the others. As it has no transparent pixels # in the default settings, it would override every pixel on the screen. # Detach a Viewport from the screen VisualServer.viewport_detach(<Viewport RID>)
Example of drawing a texture with 25 width and height:
extends Node2D var texture = preload("res://assets/weapons/sword.png") func _ready(): var sprite = VisualServer.canvas_item_create() VisualServer.canvas_item_add_texture_rect(Rect2(0, 0, 25, 25), texture.get_rid()) VisualServer.canvas_item_set_parent(sprite, get_canvas())
The AudioServer is used for low-level audio access. It can also record and playback recorded audio. This is useful when implementing voice-chat in games.
The AudioServer does not use RIDs.
The server for 3D physics.
Physics servers are for creating areas and bodies, but do not place them on the scene tree.
The below code creates a wall that is 5 units high, half a unit thick, and 4 units wide and adds it the the physics space.
extends Spacial func _ready(): var wall = PhysicsServer.body_create(0) var shape = PhysicsServer.shape_create(PhysicsServer.SHAPE_BOX) PhysicsServer.shape_set_data(shape, Vector3(0.5, 5, 4)) PhysicsServer.body_add_shape(body, shape) PhysicsServer.body_set_space(body, get_world().space)
The 2D version of PhysicsServer. It is used in exactly the same way, but some values may need to be adjusted, like Vector3s to Vector2s.
The ARVRServer is the heart of Godot's advanced virtual reality/augmented reality solution, and handles all the processing.
See also: Official VR Godot tutorials.
The CameraServer is not used to keep track of Camera nodes like it sounds. It is a server to use external cameras. Like the camera at the back of your phone. It can take pictures, but is mostly used in AR.
This server doesn't use RIDs.
- Getting started [ ]
- Making it work
- Making it look good
- Advanced help
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