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**Deprecated:** Consider using :ref:`JSON.to_native<class_JSON_method_to_native>` or :ref:`Object.get_property_list<class_Object_method_get_property_list>` instead.
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Converts a ``dictionary`` (created with :ref:`inst_to_dict<class_@GDScript_method_inst_to_dict>`) back to an Object instance. Can be useful for deserializing.
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.. rst-class:: classref-item-separator
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Returns the passed ``instance`` converted to a Dictionary. Can be useful for serializing.
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**Deprecated:** Consider using :ref:`JSON.from_native<class_JSON_method_from_native>` or :ref:`Object.get_property_list<class_Object_method_get_property_list>` instead.
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\ **Note:** Cannot be used to serialize objects with built-in scripts attached or objects allocated within built-in scripts.
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Returns the passed ``instance`` converted to a Dictionary. Can be useful for serializing.
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::
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[@subpath, @path, foo]
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[, res://test.gd, bar]
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\ **Note:** This function can only be used to serialize objects with an attached :ref:`GDScript<class_GDScript>` stored in a separate file. Objects without an attached script, with a script written in another language, or with a built-in script are not supported.
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\ **Note:** This function is not recursive, which means that nested objects will not be represented as dictionaries. Also, properties passed by reference (:ref:`Object<class_Object>`, :ref:`Dictionary<class_Dictionary>`, :ref:`Array<class_Array>`, and packed arrays) are copied by reference, not duplicated.
Copy file name to clipboardExpand all lines: classes/class_audiostreammp3.rst
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MP3 audio stream driver. See :ref:`data<class_AudioStreamMP3_property_data>` if you want to load an MP3 file at run-time.
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\ **Note:** This class can optionally support legacy MP1 and MP2 formats, provided that the engine is compiled with the ``minimp3_extra_formats=yes`` SCons option. These extra formats are not enabled by default.
Creates a new **AudioStreamWAV** instance from the given buffer. The keys and values of ``options`` match the properties of :ref:`ResourceImporterWAV<class_ResourceImporterWAV>`.
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Creates a new **AudioStreamWAV** instance from the given buffer. The buffer must contain WAV data.
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The usage of ``options`` is identical to :ref:`load_from_file<class_AudioStreamWAV_method_load_from_file>`.
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The keys and values of ``options`` match the properties of :ref:`ResourceImporterWAV<class_ResourceImporterWAV>`. The usage of ``options`` is identical to :ref:`load_from_file<class_AudioStreamWAV_method_load_from_file>`.
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.. rst-class:: classref-item-separator
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Creates a new **AudioStreamWAV** instance from the given file path. The keys and values of ``options`` match the properties of :ref:`ResourceImporterWAV<class_ResourceImporterWAV>`.
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Creates a new **AudioStreamWAV** instance from the given file path. The file must be in WAV format.
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The keys and values of ``options`` match the properties of :ref:`ResourceImporterWAV<class_ResourceImporterWAV>`.
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\ **Example:** Load the first file dropped as a WAV and play it:
Copy file name to clipboardExpand all lines: classes/class_basis.rst
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Returns this basis's rotation as a :ref:`Quaternion<class_Quaternion>`.
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\ **Note:** Quatenions are much more suitable for 3D math but are less intuitive. For user interfaces, consider using the :ref:`get_euler<class_Basis_method_get_euler>` method, which returns Euler angles.
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\ **Note:** Quaternions are much more suitable for 3D math but are less intuitive. For user interfaces, consider using the :ref:`get_euler<class_Basis_method_get_euler>` method, which returns Euler angles.
Copy file name to clipboardExpand all lines: classes/class_collisionpolygon2d.rst
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A node that provides a polygon shape to a :ref:`CollisionObject2D<class_CollisionObject2D>` parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an :ref:`Area2D<class_Area2D>`, turn :ref:`PhysicsBody2D<class_PhysicsBody2D>` into a solid object, or give a hollow shape to a :ref:`StaticBody2D<class_StaticBody2D>`.
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\ **Warning:** A non-uniformly scaled :ref:`CollisionShape2D<class_CollisionShape2D>` will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
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\ **Warning:** A non-uniformly scaled **CollisionPolygon2D** will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its polygon instead.
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