> ## Documentation Index
> Fetch the complete documentation index at: https://mintlify.com/godotengine/godot/llms.txt
> Use this file to discover all available pages before exploring further.

# Node

# Node

**Inherits:** Object

## Description

Base class for all scene objects. Nodes can be assigned as children of other nodes, resulting in a tree arrangement. A tree of nodes is called a scene.

## Inheritance

`Node` \< `Object`

## Properties

<ResponseField name="name" type="StringName">
  The name of the node. This name must be unique among the siblings.
</ResponseField>

<ResponseField name="owner" type="Node">
  The node owner. A node can have any other node as owner.
</ResponseField>

<ResponseField name="process_mode" type="ProcessMode" default="PROCESS_MODE_INHERIT">
  Can be used to pause or unpause the node, or make the node inherit process mode from its parent.
</ResponseField>

## Methods

### add\_child

```gdscript theme={null}
void add_child(node: Node, force_readable_name: bool = false, internal: InternalMode = 0)
```

Adds a child node. Nodes can have any number of children, but every child must have a unique name.

<ParamField path="node" type="Node">
  The node to add as a child
</ParamField>

<ParamField path="force_readable_name" type="bool">
  If true, improves readability of the added node (default: false)
</ParamField>

### remove\_child

```gdscript theme={null}
void remove_child(node: Node)
```

Removes a child node. The node is NOT deleted and must be freed manually.

### get\_child

```gdscript theme={null}
Node get_child(idx: int, include_internal: bool = false)
```

Fetches a child node by its index. Returns null if no child exists at the given index.

### get\_parent

```gdscript theme={null}
Node get_parent()
```

Returns this node's parent node, or null if the node doesn't have a parent.

### get\_tree

```gdscript theme={null}
SceneTree get_tree()
```

Returns the SceneTree that contains this node.

### is\_inside\_tree

```gdscript theme={null}
bool is_inside_tree()
```

Returns true if this node is currently inside a SceneTree.

## Signals

### ready()

Emitted when the node is ready, i.e., when both the node and its children have entered the scene tree.

### tree\_entered()

Emitted when the node enters the SceneTree.

### tree\_exited()

Emitted when the node exits the SceneTree.

## Example Usage

<Tabs>
  <Tab title="GDScript">
    ```gdscript theme={null}
    var parent = Node.new()
    var child = Node.new()
    child.name = "MyChild"
    parent.add_child(child)

    print(parent.get_child(0).name)  # Prints: MyChild
    ```
  </Tab>

  <Tab title="C#">
    ```csharp theme={null}
    var parent = new Node();
    var child = new Node();
    child.Name = "MyChild";
    parent.AddChild(child);

    GD.Print(parent.GetChild(0).Name);  // Prints: MyChild
    ```
  </Tab>
</Tabs>
