Parent

Category: Executor Tier: Basic

Purpose

Manages real-time scene tree manipulation.

Visual Reference

As added to your scene
Parent brick as it appears in the GDLink editor

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 Level flags and transform preservation to prevent “teleporting” children.

  • Instantiation Metadata: Automatically attaches a unique UID to new instances, allowing Interaction Listeners to track them immediately.

  • Ladybug Debug: Logs the successful reparenting or destruction event: [Hierarchy] Set Child | Target: Sword_01 -> Player_Hand.

Generated UI Mockup — showing expanded properties
Parent
-
x
Name:
Label this brick...
Mode:
Set Parent
Target:
v
Keep Transform

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