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))
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.
A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …
This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …
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.
Related Posts
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.
Inventory System v1.7 available
A couple of corrections and a new feature: Bug fixes:
Dynamically finding and loading resources from the Filesystem for Android and Web Exports
A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …
Inventory System 2 Alpha 4 available
This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …