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[3.x] Discrete Level of Detail #85437
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,27 @@ | ||
<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="LOD" inherits="Spatial" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Provides discrete level of detail. | ||
</brief_description> | ||
<description> | ||
Automatically hides and shows [Spatial] children depending on the distance from the closest [Camera] to the [LOD] node. Child nodes that don't inherit from [Spatial] are ignored by the LOD system. | ||
Children are shown in order with the first children shown when closest to the [Camera], and the latter children shown when further away. | ||
The threshold distances for changes are determined by [member Spatial.lod_range]. | ||
For example, a first child with a range of [code]2[/code] will be shown from distance 0 to 2. A second child with a range of [code]5[/code] will be shown from distance 2 to 7, etc. | ||
</description> | ||
<tutorials> | ||
</tutorials> | ||
<methods> | ||
</methods> | ||
<members> | ||
<member name="hysteresis" type="float" setter="set_hysteresis" getter="get_hysteresis" default="1.0"> | ||
To prevent flickering at borders, a hysteresis distance will be added to threshold distances when the object is moving away from the [Camera]. | ||
</member> | ||
<member name="lod_priority" type="int" setter="set_lod_priority" getter="get_lod_priority" default="0"> | ||
Determines the rate at which level of detail will be updated. | ||
Higher priorities will update faster, but use more CPU. | ||
</member> | ||
</members> | ||
<constants> | ||
</constants> | ||
</class> |
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This hook could be really useful to have in editor plugins and
@tool
scripts, also in 4.x 🙂There are multiple instances where I've wanted to make editor-visible changes that aren't serialized to scene files outside of LOD.
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Yes I was surprised there wasn't something like this already. Although it may have to be done carefully in some cases to avoid race conditions.