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))
Godot Engine is an open-source game engine. With the 4.0 release on the horizon, it’ll gain quite a bit of attention. And it’s an engine worth keeping an eye on. Internet Gaming. Serious business. Game development is serious business. The global gaming market size was 203 billion USD in 2020 (per fortunebusinessinsights). It is predicted …
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 …
A smaller update. The inventory components now have custom icons to make it easier to tell them apart. This release also includes additional bug fixes:
Just a couple of days ago, Godot 4.0 alpha 17 was announced. Today, Godot Engine 4.0 beta 1 was released. Be sure to check out the announcement. There are lots of improvements across the board; rendering, lighting, physics and navigation, animation, and scripting.
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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