godot_voxel/doc/classes/VoxelViewer.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelViewer" inherits="Spatial" version="3.2">
<brief_description>
Attach this as a child node of characters, so the voxel world will know where to load blocks around them.
If no viewer is present in the world, nothing will generate.
</brief_description>
<description>
The voxel world uses the position and options of all the [VoxelViewer] nodes to determine where to load blocks, and prioritize updates. For example, a voxel placed 100 units away from a player will have much lower priority than the modifications that player is doing when digging in front of them.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="requires_collisions" type="bool" setter="set_requires_collisions" getter="is_requiring_collisions" default="false">
If set to [code]true[/code], the engine will generate classic collision shapes around this viewer.
</member>
<member name="requires_visuals" type="bool" setter="set_requires_visuals" getter="is_requiring_visuals" default="true">
If set to [code]true[/code], the engine will generate meshes around this viewer. This may be enabled for the local player.
</member>
<member name="view_distance" type="int" setter="set_view_distance" getter="get_view_distance" default="128">
How far should voxels generate around this viewer.
</member>
</members>
<constants>
</constants>
</class>