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
Respawnfunction 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
Deactivateto disable a wall, then callActivateto re-enable it once the player passes it. This is typically done using a Jump Panel'sActivatedandDeactivatedsignals.
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