Up to date
This page is up to date for Godot
If you still find outdated information, please open an issue.
Base node for geometry-based visual instances.
Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials.
ShadowCastingSetting SHADOW_CASTING_SETTING_OFF =
Will not cast any shadows. Use this to improve performance for small geometry that is unlikely to cast noticeable shadows (such as debris).
ShadowCastingSetting SHADOW_CASTING_SETTING_ON =
Will cast shadows from all visible faces in the GeometryInstance3D.
Will take culling into account, so faces not being rendered will not be taken into account when shadow casting.
ShadowCastingSetting SHADOW_CASTING_SETTING_DOUBLE_SIDED =
Will cast shadows from all visible faces in the GeometryInstance3D.
Will not take culling into account, so all faces will be taken into account when shadow casting.
ShadowCastingSetting SHADOW_CASTING_SETTING_SHADOWS_ONLY =
Will only show the shadows casted from this object.
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
GIMode GI_MODE_DISABLED =
Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using VoxelGI and SDFGI, the geometry will receive indirect lighting and reflections but the geometry will not be considered in GI baking. When using LightmapGI, the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture.
GIMode GI_MODE_STATIC =
GIMode GI_MODE_DYNAMIC =
Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using VoxelGI, but it has a higher performance impact than GI_MODE_STATIC. When using other GI methods, this will act the same as GI_MODE_DISABLED.
LightmapScale LIGHTMAP_SCALE_1X =
The standard texel density for lightmapping with LightmapGI.
LightmapScale LIGHTMAP_SCALE_2X =
Multiplies texel density by 2× for lightmapping with LightmapGI. To ensure consistency in texel density, use this when scaling a mesh by a factor between 1.5 and 3.0.
LightmapScale LIGHTMAP_SCALE_4X =
Multiplies texel density by 4× for lightmapping with LightmapGI. To ensure consistency in texel density, use this when scaling a mesh by a factor between 3.0 and 6.0.
LightmapScale LIGHTMAP_SCALE_8X =
Multiplies texel density by 8× for lightmapping with LightmapGI. To ensure consistency in texel density, use this when scaling a mesh by a factor greater than 6.0.
LightmapScale LIGHTMAP_SCALE_MAX =
Represents the size of the LightmapScale enum.
VisibilityRangeFadeMode VISIBILITY_RANGE_FADE_DISABLED =
Will not fade itself nor its visibility dependencies, hysteresis will be used instead. This is the fastest approach to manual LOD, but it can result in noticeable LOD transitions depending on how the LOD meshes are authored. See visibility_range_begin and Node3D.visibility_parent for more information.
VisibilityRangeFadeMode VISIBILITY_RANGE_FADE_SELF =
Will fade-out itself when reaching the limits of its own visibility range. This is slower than VISIBILITY_RANGE_FADE_DISABLED, but it can provide smoother transitions. The fading range is determined by visibility_range_begin_margin and visibility_range_end_margin.
VisibilityRangeFadeMode VISIBILITY_RANGE_FADE_DEPENDENCIES =
Will fade-in its visibility dependencies (see Node3D.visibility_parent) when reaching the limits of its own visibility range. This is slower than VISIBILITY_RANGE_FADE_DISABLED, but it can provide smoother transitions. The fading range is determined by visibility_range_begin_margin and visibility_range_end_margin.
ShadowCastingSetting cast_shadow =
void set_cast_shadows_setting ( ShadowCastingSetting value )
ShadowCastingSetting get_cast_shadows_setting ( )
The selected shadow casting flag. See ShadowCastingSetting for possible values.
AABB custom_aabb =
AABB(0, 0, 0, 0, 0, 0)
Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive AABB recalculation that happens when a skeleton is used with a MeshInstance3D or to have fine control over the MeshInstance3D's bounding box. To use the default AABB, set value to an AABB with all fields set to
0.0. To avoid frustum culling, set custom_aabb to a very large AABB that covers your entire game world such as
AABB(-10000, -10000, -10000, 20000, 20000, 20000). To disable all forms of culling (including occlusion culling), call RenderingServer.instance_set_ignore_culling on the GeometryInstance3D's RID.
float extra_cull_margin =
The extra distance added to the GeometryInstance3D's bounding box (AABB) to increase its cull box.
LightmapScale gi_lightmap_scale =
The texel density to use for lightmapping in LightmapGI. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
GIMode gi_mode =
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
Note: Lights' bake mode will also affect the global illumination rendering. See Light3D.light_bake_mode.
bool ignore_occlusion_culling =
true, disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
Note: ignore_occlusion_culling does not affect frustum culling (which is what happens when an object is not visible given the camera's angle). To avoid frustum culling, set custom_aabb to a very large AABB that covers your entire game world such as
AABB(-10000, -10000, -10000, 20000, 20000, 20000).
float lod_bias =
Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
Useful for testing level of detail transitions in the editor.
The material overlay for the whole geometry.
If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces.
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
float transparency =
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency).
0.0 is fully opaque, while
1.0 is fully transparent. Values greater than
0.0 (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting transparency to a value greater than
0.0 (exclusive) will not disable shadow rendering.
In spatial shaders,
1.0 - transparency is set as the default value of the
Note: transparency is clamped between
1.0, so this property cannot be used to make transparent materials more opaque than they originally are.
float visibility_range_begin =
Starting distance from which the GeometryInstance3D will be visible, taking visibility_range_begin_margin into account as well. The default value of 0 is used to disable the range check.
float visibility_range_begin_margin =
If visibility_range_fade_mode is VISIBILITY_RANGE_FADE_DISABLED, this acts as a hysteresis distance. If visibility_range_fade_mode is VISIBILITY_RANGE_FADE_SELF or VISIBILITY_RANGE_FADE_DEPENDENCIES, this acts as a fade transition distance and must be set to a value greater than
0.0 for the effect to be noticeable.