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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-02-02 19:30:55 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-02-02 19:30:55 +0100 |
commit | 95fda7e881b4009cf7775f36bb9bf0901c2ef6b6 (patch) | |
tree | 71c3733dc0455467f202395d24f28db32afa040f | |
parent | 9e0bdeb5de323f5ec7c21511478a2b2524e70fc3 (diff) |
Document that GridMap doesn't support visual layers or cull masks
See #40245.
-rw-r--r-- | modules/gridmap/doc_classes/GridMap.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 4dccb03369..134aadb75e 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -8,6 +8,7 @@ GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes. A GridMap contains a collection of cells. Each grid cell refers to a tile in the [MeshLibrary]. All cells in the map have the same dimensions. Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells. + [b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be hidden or cull masked based on [member VisualInstance3D.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question. </description> <tutorials> <link title="Using gridmaps">https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link> |