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This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

VisualInstance3D

Inherits: Node3D < Node < Object

Inherited By: Decal, FogVolume, GeometryInstance3D, GPUParticlesAttractor3D, GPUParticlesCollision3D, Light3D, LightmapGI, ReflectionProbe, RootMotionView, VisibleOnScreenNotifier3D, VoxelGI

Parent of all visual 3D nodes.

Description

The VisualInstance3D is used to connect a resource to a visual representation. All visual 3D nodes inherit from the VisualInstance3D. In general, you should not access the VisualInstance3D properties directly as they are accessed and managed by the nodes that inherit from VisualInstance3D. VisualInstance3D is the node representation of the RenderingServer instance.

Properties

int

layers

1

float

sorting_offset

0.0

bool

sorting_use_aabb_center

Methods

AABB

_get_aabb ( ) virtual const

AABB

get_aabb ( ) const

RID

get_base ( ) const

RID

get_instance ( ) const

bool

get_layer_mask_value ( int layer_number ) const

void

set_base ( RID base )

void

set_layer_mask_value ( int layer_number, bool value )


Property Descriptions

int layers = 1

  • void set_layer_mask ( int value )

  • int get_layer_mask ( )

The render layer(s) this VisualInstance3D is drawn on.

This object will only be visible for Camera3Ds whose cull mask includes any of the render layers this VisualInstance3D is set to.

For Light3Ds, this can be used to control which VisualInstance3Ds are affected by a specific light. For GPUParticles3D, this can be used to control which particles are effected by a specific attractor. For Decals, this can be used to control which VisualInstance3Ds are affected by a specific decal.

To adjust layers more easily using a script, use get_layer_mask_value and set_layer_mask_value.

Note: VoxelGI, SDFGI and LightmapGI will always take all layers into account to determine what contributes to global illumination. If this is an issue, set GeometryInstance3D.gi_mode to GeometryInstance3D.GI_MODE_DISABLED for meshes and Light3D.light_bake_mode to Light3D.BAKE_DISABLED for lights to exclude them from global illumination.


float sorting_offset = 0.0

  • void set_sorting_offset ( float value )