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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-02-02 19:30:55 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-02-02 19:30:55 +0100
commit95fda7e881b4009cf7775f36bb9bf0901c2ef6b6 (patch)
tree71c3733dc0455467f202395d24f28db32afa040f /modules/gridmap/doc_classes/GridMap.xml
parent9e0bdeb5de323f5ec7c21511478a2b2524e70fc3 (diff)
Document that GridMap doesn't support visual layers or cull masks
See #40245.
Diffstat (limited to 'modules/gridmap/doc_classes/GridMap.xml')
-rw-r--r--modules/gridmap/doc_classes/GridMap.xml1
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>