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))
We’re excited about this release, which includes a range of quality-of-life additions and refinements. Drag-and-drop support has been improved with a second strategy: Click-and-release: Simply clicking (and releasing) an item will pick it up. This leverages Godot’s force-drag functionality and approximates the drag-and-drop behavior that games like Valheim and Palworld use in their inventory items. …
This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a GGItemCollection. This also reduces the need for manually creating GGItemData resources, which simplifies item management at design time significantly. …
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
Toggling Visibility of Nested CanvasLayers
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.
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