godot/doc/classes/VisibleOnScreenEnabler3D.xml
reduz ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibleOnScreenEnabler3D" inherits="VisibleOnScreenNotifier3D" version="4.0">
<brief_description>
Enables certain nodes only when approximately visible.
</brief_description>
<description>
The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself.
If you just want to receive notifications, use [VisibleOnScreenNotifier3D] instead.
[b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot].
[b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene initialization.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="enable_mode" type="int" setter="set_enable_mode" getter="get_enable_mode" enum="VisibleOnScreenEnabler3D.EnableMode" default="0">
</member>
<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath(&quot;..&quot;)">
</member>
</members>
<constants>
<constant name="ENABLE_MODE_INHERIT" value="0" enum="EnableMode">
</constant>
<constant name="ENABLE_MODE_ALWAYS" value="1" enum="EnableMode">
</constant>
<constant name="ENABLE_MODE_WHEN_PAUSED" value="2" enum="EnableMode">
</constant>
</constants>
</class>