You want to detect when an object enters or exits the screen.
The engine provides a node for this:
VisibilityNotifier2D. Attach this node to your object, and you’ll be able to use its
Consider a projectile that travels in a straight line after it’s fired. If we continue firing, eventually we’ll have a large number of objects for the engine to track, event though they’re offscreen, which can cause lag.
Here’s the movement code for the projectile:
extends Area2D var velocity = Vector2(500, 0) func _process(delta): position += velocity * delta
To have the projectile automatically deleted when it moves offscreen, add a
VisibilityNotifier2D and connect its
func _on_VisibilityNotifier2D_screen_exited(): queue_free()
We have an enemy that performs some actions, such as moving along a path or playing an animation. On a large map with many enemies, only a few of them will be onscreen at the same time. We can disable the enemy’s actions while it’s offscreen using
var active = false func _process(delta): if active: play_animation() move() func _on_VisibilityNotifier2D_screen_entered(): active = true func _on_VisibilityNotifier2D_screen_exited(): active = false