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

  1. Culling Maps - Save processing resources by hiding parts of the stage that don't need to be rendered.

  2. Spawn/Despawn objects from switches

    • Connect switch's signals to the appropriate methods.

  3. One way collisions - Call Deactivate to disable a wall, then call Activate to re-enable it once the player passes it. This is typically done using a Jump Panel's Activated and Deactivated signals.

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