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ProcessMode

Eduard Gushchin edited this page Jul 1, 2026 · 2 revisions

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Field Value
Full name Electron2D.ProcessMode
Namespace Electron2D
Kind enum
Category Scene Tree

Overview

Identifies how a Electron2D.Node participates in scene-tree callbacks while its Electron2D.SceneTree is paused.

Syntax

public enum Electron2D.ProcessMode : System.IComparable, System.IConvertible, System.IFormattable, System.ISpanFormattable

Godot 4.7 C# profile compatibility

Profile: Electron2D 0.1.0 2D
Status: Partial / Not verified
Out of profile: yes
Godot reference: Node.ProcessMode

Node processing mode values for paused and unpaused scene tree callbacks.

Remarks

Electron2D.ProcessMode is evaluated by the scene tree before invoking Electron2D.Node._Process(System.Double), Electron2D.Node._PhysicsProcess(System.Double) and Electron2D.Node._Input(Electron2D.InputEvent). Drawing still runs for visible canvas items so a paused menu can be rendered.

Thread Safety

This enum is immutable and can be read from any thread. Apply enum values to nodes on the scene thread that owns those nodes.

Since

This enum is available since Electron2D 0.1.0 Preview.

See Also

  • Electron2D.Node.ProcessMode
  • Electron2D.SceneTree.Paused

Members

Member Kind Summary
Always Enum value Processes regardless of the owning Electron2D.SceneTree pause state.
Disabled Enum value Does not receive process, physics-process or input callbacks.
Inherit Enum value Inherits the effective process mode from the nearest ancestor.
Pausable Enum value Processes only when the owning Electron2D.SceneTree is not paused.
WhenPaused Enum value Processes only while the owning Electron2D.SceneTree is paused.

Member Details

Always

Kind: Enum value

public const Electron2D.ProcessMode Always

Summary

Processes regardless of the owning Electron2D.SceneTree pause state.

Remarks

Use this mode for nodes that must keep receiving callbacks in both gameplay and paused states.

Since

This value is available since Electron2D 0.1.0 Preview.

Disabled

Kind: Enum value

public const Electron2D.ProcessMode Disabled

Summary

Does not receive process, physics-process or input callbacks.

Remarks

Child nodes may still process if they use their own concrete mode such as Electron2D.ProcessMode.Always or Electron2D.ProcessMode.WhenPaused.

Since

This value is available since Electron2D 0.1.0 Preview.

Inherit

Kind: Enum value

public const Electron2D.ProcessMode Inherit

Summary

Inherits the effective process mode from the nearest ancestor.

Remarks

A node without an ancestor that supplies a concrete mode falls back to Electron2D.ProcessMode.Pausable.

Since

This value is available since Electron2D 0.1.0 Preview.

Pausable

Kind: Enum value

public const Electron2D.ProcessMode Pausable

Summary

Processes only when the owning Electron2D.SceneTree is not paused.

Remarks

Use this mode for normal gameplay nodes that should stop while pause menus are open.

Since

This value is available since Electron2D 0.1.0 Preview.

WhenPaused

Kind: Enum value

public const Electron2D.ProcessMode WhenPaused

Summary

Processes only while the owning Electron2D.SceneTree is paused.

Remarks

Use this mode for pause-menu roots and controls that must stay interactive while gameplay is paused.

Since

This value is available since Electron2D 0.1.0 Preview.

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