Fix incorrect reference to VisibleOnScreenEnabler2D/3D in *Notifier2D/3D docs

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Alex Mitchell 2024-08-11 18:39:46 -06:00 committed by Rémi Verschelde
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A rectangular region of 2D space that detects whether it is visible on screen.
</brief_description>
<description>
[VisibleOnScreenEnabler2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
[VisibleOnScreenNotifier2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler2D].
[b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
</description>

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A box-shaped region of 3D space that detects whether it is visible on screen.
</brief_description>
<description>
[VisibleOnScreenEnabler3D] represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a [Camera3D]'s view, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
[VisibleOnScreenNotifier3D] represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a [Camera3D]'s view, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler3D].
[b]Note:[/b] [VisibleOnScreenNotifier3D] uses an approximate heuristic that doesn't take walls and other occlusion into account, unless occlusion culling is used. It also won't function unless [member Node3D.visible] is set to [code]true[/code].
</description>