Returns whether the node is an unique name for all the other nodes owned by its [member owner].
</description>
</method>
<methodname="move_child">
<returntype="void"/>
<argumentindex="0"name="child_node"type="Node"/>
@ -719,6 +725,13 @@
Sets whether this is an instance load placeholder. See [InstancePlaceholder].
</description>
</method>
<methodname="set_unique_name_in_owner">
<returntype="void"/>
<argumentindex="0"name="enable"type="bool"/>
<description>
Sets this node's name as the unique name in its [member owner]. This allows the node to be accessed as [code]%Name[/code] instead of the full path, from any node within that scene.
menu->add_icon_check_item(get_theme_icon(SNAME("SceneUniqueName"),SNAME("EditorIcons")),TTR("Access as Scene Unique Name"),TOOL_TOGGLE_SCENE_UNIQUE_NAME);
item->add_button(0,get_theme_icon(SNAME("SceneUniqueName"),SNAME("EditorIcons")),BUTTON_UNIQUE,false,vformat(TTR("This node can be accessed from within anywhere in the scene by preceding it with the '%s' prefix in a node path.\nClick to disable this."),UNIQUE_NODE_PREFIX));
// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
WARN_PRINT(vformat(RTR("Setting node name '%s' to be unique within scene for '%s', but it's already claimed by '%s'. This node is no longer set unique."),get_name(),is_inside_tree()?get_path():data.owner->get_path_to(this),is_inside_tree()?(*which)->get_path():data.owner->get_path_to(*which)));