RefCounted in Godot – Complete Guide

Welcome to an exciting exploration of one of Godot 4’s elegant systems, the RefCounted class! If you are diving into the depths of Godot’s game development capabilities or simply looking to expand your programming knowledge, you’ve come across a gem. RefCounted is an essential class for managing the lifecycle of objects in your games and applications efficiently, and this tutorial is tailored to help you understand its nuances and power. Let’s embark on this journey of discovery, where you’ll learn not just the ‘what’, but also the ‘why’, and the ‘how’ of using RefCounted in your projects.

What is RefCounted?

RefCounted is a base class in the Godot engine designed to provide automatic memory management for objects. This system is designed to simplify the complexities of memory usage, particularly helpful in a game development context where resource management can be critical.

What is it for?

The primary purpose of RefCounted is to keep track of how many references are pointing to a particular object. Once an object’s reference count drops to zero, meaning no references are left, the object is automatically deallocated from memory. This approach is beneficial for preventing memory leaks—a common problem that can lead to increased memory usage and potentially crash the game or application.

Why Should I Learn It?

Understanding and using RefCounted effectively can significantly enhance the performance and stability of your Godot projects. By enabling automatic memory management, RefCounted allows you to focus on game logic and design without worrying about the intricate details of object lifecycle management. Moreover, learning about it sets the foundation for best practices in coding within Godot, giving you deeper insights into some of the sophisticated elements of the engine.

Stay with us as we delve into coding examples in the upcoming sections, where we’ll bring the concept of RefCounted to life through practical, engaging examples. Whether you are an early learner or an experienced coder, these insights will be a valuable addition to your development toolkit.

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Creating and Using RefCounted Instances

Let’s begin by creating instances of a RefCounted-based class. This is the cornerstone of understanding how the RefCounted system operates. Here are some simple examples to get us started:

# Assuming you have a class that extends RefCounted
class MyRefCountedClass extends RefCounted:
    func _init():
        print("MyRefCountedClass created!")

# Create an instance
var my_object =

Now, let’s increment the reference count by creating another reference to the same object.

# Here we create another reference to my_object
var another_reference = my_object
# At this point, the reference count is increased

The reference count goes up as we create additional references, but we don’t have to manage this count manually; Godot does it for us. When we are done with an object, we can simply remove our references to it:

# Removing references
my_object = null
another_reference = null
# When all references are set to null, Godot will automatically delete the object

Remember to nullify all references to ensure that the object will be properly freed. If even one reference remains, the object will continue to exist in memory.

Working with WeakRef in Godot

Sometimes, you might want to keep a reference to an object without preventing it from being freed. For this, Godot provides the WeakRef class. Here’s how you can use WeakRef:

# First, create a RefCounted object
var my_object =

# Now create a WeakRef to this object
var weak_ref = WeakRef(my_object)

# You can access the object through the WeakRef like this
var weak_object = weak_ref.get_ref()

Unlike a regular reference, if the original object is deleted, the WeakRef will simply return null:

# If my_object is deleted or freed elsewhere # Using free() method to manually delete the object

# Attempting to use the weak reference
var object_try = weak_ref.get_ref()
if object_try:
    print("Object still exists!")
    print("Object has been deleted.")

Using WeakRef is particularly useful when you want to monitor if an object still exists without influencing its existence yourself.

Stay tuned for the next section, where we’ll dive deeper into managing complex situations with RefCounted objects. We’ll look into scenarios such as circular references and how to safely navigate them. This knowledge will be critical when developing games with many interacting objects.In the world of game development, especially in complex projects, you might encounter situations where multiple objects reference each other, creating circular references. While RefCounted automatically manages memory freeing for us under normal circumstances, circular references can cause memory leaks because the reference count never reaches zero. Here’s how you might inadvertently create a circular reference in Godot:

class NodeA extends RefCounted:
    var reference_to_b

class NodeB extends RefCounted:
    var reference_to_a

# Create two instances
var node_a =
var node_b =

# Create circular references
node_a.reference_to_b = node_b
node_b.reference_to_a = node_a

If you were to remove external references to `node_a` and `node_b`, their mutual references would prevent them from being free, hence the circular reference.

# Attempting to free resources
node_a = null
node_b = null
# Unfortunately, node_a and node_b continue to exist due to circular references

To deal with these situations, you can manually break the cycle by setting one of the references to null before they go out of scope.

# Break the circular reference
node_a.reference_to_b = null
# Now, when we remove external references, garbage collection can occur
node_a = null
node_b = null

Understanding and managing such circular references are vital in complex game development scenarios. In Godot 4, the capability to identify and resolve circular references efficiently can save your game from performance degradation and crashes due to memory leaks.

Another situation that may arise is when handing references between scripts or nodes. It’s important to keep track of which parts of your code own a reference to shared objects. Consider this example:

# Script A
var shared_resource = load("res://path/to/resource.tres")

# Script B
# Acquire a reference from Script A
var my_shared_reference = get_node("ScriptANode").shared_resource

Ownership of `shared_resource` is split between the two scripts. To ensure proper memory management, you might implement a pattern where only one script has the responsibility to free the resource when it’s no longer needed:

# Script A
func _exit_tree():
    shared_resource = null # A's responsibility to clean up

Lastly, you might occasionally need to force the deletion of an object if you’re sure it’s no longer needed. This can be done using the `free` method:

# Assuming 'my_object' is a RefCounted Instance
# After this call, my_object is freed immediately, assuming no other references exist

In Godot 4, using the `free` method is typically safe but does require you to manually ensure that no other references are alive, else you’d risk encountering null reference exceptions.

These examples demonstrate the nuances of working with RefCounted in Godot 4, emphasizing the importance of mindful coding practices. Understanding these details enhances your ability to manage memory efficiently, push forward with your game development aspirations, and make the most of what Godot has to offer.

We at Zenva are committed to helping you navigate this landscape with ease, enabling you to focus on creating exceptional gaming experiences. Stay with us as we continue to unlock the power of the Godot engine.Tracking ownership and freeing objects properly is crucial in any robust game development process. In the case of Godot 4, the engine does much of the heavy lifting, but as developers, we still bear the responsibility of ensuring our code is clean and leak-free. Let’s look at some practical examples that demonstrate RefCounted’s utility in a game development context and how to address common pitfalls.

Consider a scenario where you have an enemy in your game that can drop loot when defeated. You want to track the loot objects without inadvertently preventing them from being cleaned up when they are no longer needed.

class Loot extends RefCounted:
    var item_name = "Gold Coin"
func _ready():
    var dropped_loot =
    # Some logic to display the loot in the game

When the loot is picked up by the player, you’ll want to ensure that it’s removed properly from the game:

func on_loot_collected(loot):
    # Player collects the loot, maybe add to inventory
    # ...
    # Then remove the reference to free memory
    loot.queue_free() # or if you want to immediately free the loot

In another example, you might have a resource manager that caches resources for performance reasons. However, it’s critical that this manager doesn’t cause resources to never be freed.

class ResourceManager:
    var cache = {}

    func get_resource(path):
        if path in cache:
            return cache[path]
            var resource = load(path)
            cache[path] = resource
            return resource

    func clear_cache():

In the above code snippet, the resource manager loads and caches resources. The `clear_cache` method is there to ensure that we can manually clear the cache, breaking potential references and allowing Godot to free the resources.

Now let’s dive into working with loaded scenes and instancing, which is a common task in Godot:

# Assume we have a scene "Enemy.tscn"
var enemy_scene = load("res://Enemy.tscn")
# Instance the scene
var enemy_instance = enemy_scene.instance()
# Add instance to the scene tree

When the enemy is defeated, and you want to clean it up:

func defeat_enemy(enemy):
    # Special defeat logic
    # ...
    # Remove the enemy instance from the scene tree and free it
    enemy.queue_free() # Using queue_free to safely remove and delete the node after the current frame

A mistake often made in these scenarios is attempting to free nodes while they are still in use, which can lead to crashes or errors. `queue_free` is a safe alternative to `free`, as it will only free the node after the current frame, avoiding attempts to access an object that no longer exists.

One handy tip when working with RefCounted is to use the `is_instance_valid` function to check if an object has already been freed:

# After some game logic, we want to check if an enemy is still valid
if is_instance_valid(enemy_instance):
    # Enemy is still valid, and we can interact with it
    # Enemy has been freed; it's safe to remove any references
    enemy_instance = null

Finally, let’s consider debugging memory management issues. Godot provides a valuable tool to monitor the instance count of objects in the engine — ObjectDB. Here’s how you can use it:

# To get a list of all instances of RefCounted
var instance_list = ObjectDB.get_instances()
# You might print them out or log them to debug memory issues
for instance in instance_list:
    print("Instance: ", instance)

This can help you track down instances that should have been freed but haven’t been, which is critical for maintaining optimal memory usage and preventing leaks that slow down the game.

Through these code examples and explanations, we hope you’ve gained valuable insights into managing your game’s memory effectively using the RefCounted class in Godot 4. Whether you’re creating large, complex games or smaller indie titles, these practices are instrumental in ensuring your games run smoothly, providing an enjoyable experience for your players. At Zenva, we believe in empowering you with the knowledge and tools you need to succeed in the ever-evolving realm of game development. Join us as we continue to explore and teach cutting-edge game development techniques through high-quality and engaging content.

Continuing Your Game Development Journey

Armed with the knowledge of RefCounted and memory management in Godot 4, you are well on your way to creating more robust and performant games. But your journey doesn’t end here – it’s actually just beginning. Diving deeper into game development and mastering Godot can open up a world of possibilities for your projects and career.

If you’re eager to build upon your foundation, consider exploring our Godot Game Development Mini-Degree. This comprehensive online program will guide you through creating cross-platform games, from 2D and 3D game development to advanced gameplay mechanics. You’ll gain the skills needed to bring your unique game ideas to life, all at your own pace and accessible anytime.

For those who want to explore a broader range of topics in Godot, we invite you to browse through our full collection of Godot courses. Catering to learners at all levels, our courses are designed to help you transition from beginner concepts to more advanced game development techniques. Your path to becoming a professional game developer is clear with Zenva – learn coding, create games, and elevate your skills with us.


As we conclude this tutorial on the RefCounted class in Godot 4, remember that understanding how to efficiently manage memory is crucial to game development. The techniques discussed here will not only help prevent common issues such as memory leaks but also optimize your game’s performance. Embrace these best practices, and incorporate them into your projects to create games that stand the test of time.

Whether you’re looking to solidify your Godot expertise or expand your skillset even further, our Godot Game Development Mini-Degree is the perfect next step. Join us at Zenva, where you’ll find a community of learners and a wealth of resources to support you at every stage of your game development journey. Let’s take your passion for game creation to new heights together!

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