Parent¶
Category: Executor Tier: Basic
Purpose¶
Manages real-time scene tree manipulation.
Visual Reference¶

Runtime Behavior¶
Inputs
Activate (Boolean): Triggers the specified structural change.
Properties
Action (Enum, “Set Child”):
Set Child: Makes the target object a child of the current node.
Remove Child: Orphans the target object from its current parent.
Clear Children: Removes and cleans up all children from the current node.
Instantiate: Spawns a new scene as a child.
Target Node (NodePath): The object to be reparented or managed.
Keep Transform (Boolean, true): If true, uses native
reparent()logic to maintain the object’s visual position.Destruction Mode (Enum, “Deferred”):
Deferred: Uses
queue_free()for safe deletion.Immediate: Uses native cleanup for performance-critical pools.
P3 Enhancements & Safety
Safe Reparenting: Automatically handles
Top Levelflags and transform preservation to prevent “teleporting” children.Instantiation Metadata: Automatically attaches a unique UID to new instances, allowing
Interaction Listenersto track them immediately.Ladybug Debug: Logs the successful reparenting or destruction event:
[Hierarchy] Set Child | Target: Sword_01 -> Player_Hand.
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
Mode |
option |
Set Parent |
Set Parent: Reparent to target node. Remove Parent: Move to scene root |
Target |
string |
Name or path of the new parent node (for Set Parent mode) |
|
Keep Transform |
bool |
True |
Preserve world position/rotation after reparenting |