Makes entity invisible (sets visible=false, skips rendering). Takes entity (entity handle). Returns nothing. Validates entity exists, sets entity.visible=false. Entity skipped during rendering (not drawn). Opposite of b3dShowEntity.
This function disables entity rendering. Visibility flag: visible=false entities excluded from render list, not drawn to screen, no GPU rendering cost.
Makes entity invisible (sets visible=false, skips rendering). Takes entity (entity handle). Returns nothing. Validates entity exists, sets entity.visible=false. Entity skipped during rendering (not drawn). Opposite of b3dShowEntity.
This function disables entity rendering. Visibility flag: visible=false entities excluded from render list, not drawn to screen, no GPU rendering cost. Use cases: (1) Hide objects (remove from view without deleting), (2) Performance optimization (hide distant/off-screen objects), (3) Inventory systems (hide picked-up items in world), (4) Cutscenes (hide player character), (5) Debug visualization toggles (hide collision shapes, bounding boxes). Common pattern: b3dHideEntity(entity) to remove from view, b3dShowEntity(entity) to reveal again. Performance: hidden entities save GPU rendering cost but still exist in memory, transform calculations still occur (worldMatrix updates), physics still active if body attached. For complete removal/performance gain use entity deletion. Hierarchy behavior: hiding parent automatically hides all children (children not rendered even if visible=true), hidden parent overrides children visibility. Showing parent later doesn't auto-show children that were explicitly hidden before parent was hidden. Physics interaction: visibility doesn't affect physics simulation, hidden entities still have collision detection/dynamics if physics body attached, can collide with visible objects. Use b3dDisablePhysicsBody to stop physics. Typical usage: create entity visible by default, hide when off-screen/not needed, show when needed again. Reflection cameras: hidden entities not rendered by reflection cameras either (applies to all rendering passes). Validation: invalid entity handles ignored silently. Related: b3dShowEntity makes entity visible again, entity deletion removes completely.