What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsoninspect_gdscript.pyperception_senses.gdrun_tests.gdtest_package.pytests/test_perception_senses.gdverification/native.json
How it works
- Class
- BaltorPerception, extends RefCounted
- Methods
- can_see(observer: Vector2, facing: Vector2, target: Vector2, occluded: Callable = Callable()) -> bool; can_hear(listener: Vector2, source: Vector2, loudness: float = 1.0) -> bool; observe(delta: float, observer: Vector2, facing: Vector2, targets: Dictionary, occluded: Callable = Callable()) -> void; report_noise(listener: Vector2, source: Vector2, loudness: float = 1.0) -> bool;…
- Signals
- target_spotted, target_lost, noise_heard
- Placement
- res://baltor/godot_components/perception_senses/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
2D only, with the view cone measured from a facing vector. Occlusion is whatever the Callable reports, such as a physics ray; nothing is cast by default. Hearing ignores walls. Target ids are StringNames. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.