Go, Go, Godot!
  • 0

Toggling Visibility of Nested CanvasLayers

November 27, 2024

I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.

func _ready() -> void:
	# If the visibility changes, apply it to any nested CanvasLayer nodes.
	visibility_changed.connect(func() -> void:
		find_children("*", "CanvasLayer", true, false).map(func(node: CanvasLayer) -> void:
			node.visible = visible
		)
	)

Posted in Godot.
Share
PreviousInventory System v1.18.1 available (and v2 progress update)
NextInventory System v1.18 available

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • February 10, 2024

    Inventory System v1.6 available

    Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:

  • July 6, 2023

    Making breakable objects in Godot

    Here’s a tutorial on how to create breakable objects in Blender and Godot. It covers the steps needed to design and implement breakable objects, including scripting and using physics properties to make objects break apart into smaller pieces upon collision or other interactions.

  • February 15, 2024

    Inventory System v1.8 available

    The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …

  • Godot and Netlify
    January 22, 2023

    Quickly deploying Godot games on the web with Netlify

    When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …

    © 2026 GoGoGodot.io. All rights reserved.