--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Visibility brick_type: executor tier: Basic generated: true --- # Visibility **Category:** Executor **Tier:** Basic ## Purpose Shows or hides the object (and optionally its children) by toggling visibility. ## Visual Reference ```{raw} html
As added to your scene
Visibility brick as it appears in the GDLink editor
``` ## When To Use - Hide objects until needed (reveal on trigger) - Toggle UI elements (show/hide menus) - Invisibility power-ups - Hide dead enemies - Show/hide debug visualizations - Flickering effects (with Delay listener) - Cutscene object reveals ## Runtime Behavior **Executes**: When activated, sets the object's visibility to the specified state ```{raw} html
Generated UI Mockup — showing expanded properties
Visibility
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x
Name:
Label this brick...
Vis
Recur
``` ## Properties | Property | Type | Default | Notes | |---|---|---|---| | Vis | bool | True | Show (True) or hide (False) the object | | Recur | bool | False | If True, also show/hide all child nodes | ## Example Use Cases **Toggle Object Visibility**: ``` Keyboard(H) -> AND -> Visibility(visible=false) Keyboard(S) -> AND -> Visibility(visible=true) // Hide with H key, show with S key ``` **Hide Dead Enemy**: ``` Property(HP, Less or Equal, 0) -> AND -> Visibility(visible=false) // Hide when health reaches zero ``` **Flickering Light**: ``` Delay(30, repeat=true) -> AND -> Visibility(visible=toggle) // Toggle visibility every 0.5 seconds (flickering effect) ``` **Reveal Collectible**: ``` Property(quest_complete) -> AND -> Visibility(visible=true, recursive=true) // Show collectible and all child particles when quest completes ``` **Invisibility Power-Up**: ``` Collision(PowerUp) -> AND -> Visibility(visible=false) Delay(300) -> AND -> Visibility(visible=true) // Turn invisible for 5 seconds after collecting power-up ```