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Godot 4: VisibleOnScreenNotifier3D does not emit screen entered signal consistently #65406
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tested it on beta 10 and it seems working fine but I don't see the camera_entered signal that was present in the old VisibilityNotifier |
I've been able to replicate this in 4.0b13. Notifiers and enablers do not fire the OnScreen signal if they're a child and they set their parent to visible = false. Notifiers, If you make it a sibling of the node you want to 'manage' it will fire the signals, however they're still very inconsistent and do not appear to be working as intended. |
This is how it is for Godot 4. Kinda sad really.. |
In my case even with parent visible, VisibleOnScreenNotifier3D works in desktop but when deployed to web it just doesn't work. |
That's because the notifier is only available on Vulkan, see here |
Assuming from the comments above that this is specifically about visibility notifiers that are hidden, they do indeed not work, by design, see: Closing as this is not a bug, if the original issue was not this please update here |
Godot version
4.0 alpha 12-15
System information
Win10, GLES3, RTX 2070 mobile
Issue description
VisibleOnScreenNotifier3D emits the screen enter signal only once. When the camera looks away and then back on the visibility notifier node, the node will not emit the screen enter signal any more. I noticed the issue first in alpha 12 and it's still present in alpha 15.
Steps to reproduce
Minimal reproduction project
No response
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