@

@export

A GDScript annotation that exposes a variable in the Godot Inspector panel, allowing you to edit it without changing code.

@onready

A GDScript annotation that initializes a variable when the node enters the scene tree. Commonly used with $ node references.

A

AnimationPlayer

A node that can animate ANY property on ANY node — position, color, visibility, shader params, even function calls on a timeline.

AnimationTree

A node for complex animation logic: state machines, blend trees, and transitions. Built on top of AnimationPlayer.

Area2D/3D

A node that detects when other physics bodies enter or exit its space. Used for triggers, collectibles, damage zones.

Autoload

A scene or script that loads automatically when the game starts and persists across scene changes. Used for global managers (audio, save data).

C

CanvasLayer

A node that creates a separate 2D rendering layer. Used for UI (HUD, menus) that shouldn't move with the camera.

CharacterBody2D/3D

A physics body type for player-controlled characters. Provides move_and_slide() for movement with collision handling.

G

GDExtension

A system for writing Godot extensions in C, C++, Rust, or other compiled languages. Used for performance-critical code.

GDScript

Godot's built-in scripting language. Python-like syntax with dynamic typing, specifically designed for game development.

Groups

A tagging system for Nodes. Add nodes to groups like 'enemies' or 'collectibles', then query or call methods on all members.

I

Input Map

Project settings where you define named input actions (like 'jump', 'move_left') and bind them to keys, buttons, or axes.

J

Jolt Physics

The default 3D physics engine in Godot 4.6+. Replaces GodotPhysics for new projects with better performance and stability.

M

move_and_slide()

A CharacterBody method that moves the body along its velocity, handles collisions, and slides along surfaces.

N

Node

The fundamental building block in Godot. Everything in a game is a Node — characters, UI elements, sounds, cameras. Nodes form a tree hierarchy.

P

PackedScene

A resource that stores a scene. Used with preload() or load() and instantiate() to create copies of a scene at runtime.

Q

queue_free()

Safely deletes a Node at the end of the current frame. The preferred way to remove/destroy nodes.

R

Resource

A data container (textures, scripts, materials, custom data). Resources are shared by reference and can be saved as .tres files.

RigidBody2D/3D

A physics body driven by the physics engine. Used for objects that should respond to gravity, forces, and collisions realistically.

S

Scene

A saved tree of Nodes that can be reused (instanced) throughout your project. Scenes are like prefabs in Unity or Blueprints in Unreal.

SceneTree

The global object managing all active scenes. Access via get_tree(). Used for pausing, changing scenes, groups, and timers.

ShaderMaterial

A material that uses a custom shader written in Godot's GLSL-like shading language. For advanced visual effects.

Signal

An event system for decoupled communication between Nodes. A node emits a signal, and other nodes connect to it to react.

StaticBody2D/3D

A non-moving physics body. Used for walls, floors, platforms — anything that other bodies collide with but doesn't move.

T

TileMap

A node for building 2D levels with tiles. Supports multiple layers, physics, animations, and auto-tiling.

Tween

An animation system for smoothly interpolating properties over time. Created with create_tween() and chained with tween_property().

V

Viewport

A node that creates its own rendering surface. The root of every scene tree is a Viewport. Used for split-screen, minimaps, and render targets.

_

_physics_process(delta)

Called at a fixed rate (default 60 times/sec). Use for physics-related code, movement, and collision checks.

_process(delta)

Called every frame. Use for non-physics logic like animations, UI updates. Delta is time since last frame in seconds.

_ready()

A virtual function called when a Node and all its children have entered the scene tree. Used for initialization.