.. _doc_http_request_class: Making HTTP requests ==================== The :ref:`HTTPRequest ` node is the easiest way to make HTTP requests in Godot. It is backed by the more low-level :ref:`HTTPClient `, for which a tutorial is available :ref:`here `. For the sake of this example, we will create a simple UI with a button, that when pressed will start the HTTP request to the specified URL. Preparing scene --------------- Create a new empty scene, add a CanvasLayer as the root node and add an script to it. Then add two child nodes to it: a Button and an HTTPRequest node. You will need to connect the following signals to the CanvasLayer script: - Button.pressed: When the button is pressed, we will start the request. - HTTPRequest.request_completed: When the request is completed, we will get the requested data as an argument. .. image:: img/rest_api_scene.png Scripting --------- Below is all the code we need to make it work. The URL points to an online API mocker; it returns a pre-defined JSON string, which we will then parse to get access to the data. :: extends CanvasLayer func _ready(): pass func _on_Button_pressed(): $HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed") func _on_HTTPRequest_request_completed( result, response_code, headers, body ): var json = JSON.parse(body.get_string_from_utf8()) print(json.result) With this, you should see ``(hello:world)`` printed on the console; hello being a key, and world being a value, both of them strings. For more information on parsing JSON, see the class references for :ref:`JSON ` and :ref:`JSONParseResult `. Note that you may want to check whether the ``result`` equals ``RESULT_SUCCESS`` and whether a JSON parsing error occurred, see the JSON class reference and :ref:`HTTPRequest ` for more.