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))
It’s been a while, but it was worth the wait. The latest version of the Inventory System is now available, with a long list of features, improvements, fixes, and documentation. This time the focus is on multiplayer. Let’s cover the features first: Bug fixes:
This inventory system release refines a lot of architecture guide sections based on customer feedback and adds over 100 additional pages to the PDF guide. Features: Bug fixes:
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
Godot Engine 4.0 has been released per official announcement. With version 4.0, Godot has gone through “3+ years of breaking and rebuilding from the ground up, a complete core overhaul and a full engine rewrite, through 17 alphas, 17 betas and 6 release candidates“. The announcement post is credited to “2000+ Godot contributors.” It’s a …
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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