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Your email address will not be published.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 18, 2024

    Inventory System v1.9 available

    Another quick inventory system update. The Resizable Container Demo now includes preliminary support for controllers. Features: Additional bug fixes:

  • February 25, 2024

    Inventory System v1.11 available

    The latest inventory system is now available and it focuses on multiplayer permissions. The new Access Manager component validates client requests to ensure players can’t cheat and interact with inventories they’re not supposed to be able to have access to. New features: Bug fixes:

  • August 2, 2022

    Launching Godot Games on Steam Deck from the command line via Remote Shell

    For some reason, my Godot game would no longer launch on the Steam Deck. I could hear it running as if it were running in the background, but the screen kept showing the Steam Deck’s UI. Since it’s all Linux I figured it should be possible to just drop to the command line and launch …

  • March 11, 2025

    Update all resources after modifying a resource class

    Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding .tres files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff …

    © 2026 GoGoGodot.io. All rights reserved.