Culling Triggers
Activates or deactivates an object to create events or save processing resources.

Properties
Start Enabled - Should this CullingTrigger start activated or not?
Save Visibility On Checkpoint - Should the CullingTrigger's visibilty be saved whenever the player crosses a checkpoint?
Is Stage Visuals - Is this culling trigger responsible for level's static geometry? Mostly used for debugging.
Respawn On Activation - Respawns all children nodes that have a valid
Respawn
function when the CullingTrigger is activated.
Methods & Signals
Activate()
- Call this from a signal to activate the object. This will also make the object locally visible.Deactivate()
- Call this to deactivate the object. This will also make the object invisible.
Usage
Culling Maps - Save processing resources by hiding parts of the stage that don't need to be rendered.
Spawn/Despawn objects from switches
Connect switch's signals to the appropriate methods.
One way collisions - Call
Deactivate
to disable a wall, then callActivate
to re-enable it once the player passes it. This is typically done using a Jump Panel'sActivated
andDeactivated
signals.
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