Culling Triggers
Last updated
Last updated
Activates or deactivates an object to create events or save processing resources.
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.
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.
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 call Activate
to re-enable it once the player passes it. This is typically done using a Jump Panel's Activated
and Deactivated
signals.