Visibility

Category: Executor Tier: Basic

Purpose

Shows or hides the object (and optionally its children) by toggling visibility.

Visual Reference

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

Generated UI Mockup — showing expanded properties
Visibility
-
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