VisibleOnScreenEnabler3D ​
Inherits: VisibleOnScreenNotifier3D < VisualInstance3D < Node3D < Node < Object
A box-shaped region of 3D space that, when visible on screen, enables a target node.
Description
VisibleOnScreenEnabler3D contains a box-shaped region of 3D space and a target node. The target node will be automatically enabled (via its Node.process_mode property) when any part of this region becomes visible on the screen, and automatically disabled otherwise. This can for example be used to activate enemies only when the player approaches them.
See VisibleOnScreenNotifier3D if you only want to be notified when the region is visible on screen.
Note: VisibleOnScreenEnabler3D uses an approximate heuristic that doesn't take walls and other occlusion into account, unless occlusion culling is used. It also won't function unless Node3D.visible is set to true
.
Properties
0 | ||
NodePath("..") |
Enumerations
enum EnableMode: 🔗
EnableMode ENABLE_MODE_INHERIT = 0
Corresponds to Node.PROCESS_MODE_INHERIT.
EnableMode ENABLE_MODE_ALWAYS = 1
Corresponds to Node.PROCESS_MODE_ALWAYS.
EnableMode ENABLE_MODE_WHEN_PAUSED = 2
Corresponds to Node.PROCESS_MODE_WHEN_PAUSED.
Property Descriptions
EnableMode enable_mode = 0 🔗
void set_enable_mode(value: EnableMode)
EnableMode get_enable_mode()
Determines how the target node is enabled. Corresponds to ProcessMode. When the node is disabled, it always uses Node.PROCESS_MODE_DISABLED.
NodePath enable_node_path = NodePath("..") 🔗
The path to the target node, relative to the VisibleOnScreenEnabler3D. The target node is cached; it's only assigned when setting this property (if the VisibleOnScreenEnabler3D is inside the scene tree) and every time the VisibleOnScreenEnabler3D enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.