/** * RemoteTransform pushes its own [Transform] to another [Spatial] derived Node (called the remote node) in the scene. * * It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates. * */ declare class RemoteTransform extends Spatial { /** * RemoteTransform pushes its own [Transform] to another [Spatial] derived Node (called the remote node) in the scene. * * It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates. * */ new(): RemoteTransform; static "new"(): RemoteTransform /** The [NodePath] to the remote node, relative to the RemoteTransform's position in the scene. */ remote_path: NodePathType; /** If [code]true[/code], the remote node's position is updated. */ update_position: boolean; /** If [code]true[/code], the remote node's rotation is updated. */ update_rotation: boolean; /** If [code]true[/code], the remote node's scale is updated. */ update_scale: boolean; /** If [code]true[/code], global coordinates are used. If [code]false[/code], local coordinates are used. */ use_global_coordinates: boolean; /** [RemoteTransform] caches the remote node. It may not notice if the remote node disappears; [method force_update_cache] forces it to update the cache again. */ force_update_cache(): void; connect>(signal: T, method: SignalFunction): number; }