Targets
The target of a connection, and of keys like call_target, picks the nodes that receive the input.
| Target | Reaches |
|---|---|
main_door |
Every entity with that targetname in the same map |
door_* |
Every targetname starting with door_, only a trailing * works |
@enemies |
Every node in the Godot group enemies, anywhere in the tree |
!player |
The first node in the player group |
!activator |
Whoever started the chain, !caller means the same |
!self |
The entity that owns the output |
/root/Game |
An absolute node path, handy for autoloads, must start with / |
Targetnames are looked up inside the nearest FuncGodotMap, so two maps in one scene cannot reach each other's names.
Groups, node paths and !player work across the whole tree.
Note: In Source,
!calleris the entity that fired the output. Here it means the same as!activator, use!selffor the entity itself.
Runtime changes
Targetname lookups are cached per map. After spawning or renaming named entities at runtime, call
GodotTrenchIO.invalidate(node) with any node in that map. Renaming means changing the gt_targetname meta, the node's
name plays no part.
Nodes made by a spawner have no targetname. Reach them through their group, for example @enemies.