Makes entity visible (sets visible=true for rendering).
Takes entity (entity handle).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
Returns
Void
Quick Summary
Makes entity visible (sets visible=true for rendering).
Takes entity (entity handle).
Returns nothing.
Technical Exegesis...
Makes entity visible (sets visible=true for rendering). Takes entity (entity handle). Returns nothing. Validates entity exists, sets entity.visible=true. Entity will be rendered in scene if within camera view. Opposite of b3dHideEntity.
This function enables entity rendering. Visibility flag: checked during rendering pass, visible=true entities rendered, visible=false entities skipped (not drawn, not in render list). Default state: entities visible=true after creation unless explicitly hidden.
Makes entity visible (sets visible=true for rendering). Takes entity (entity handle). Returns nothing. Validates entity exists, sets entity.visible=true. Entity will be rendered in scene if within camera view. Opposite of b3dHideEntity.
This function enables entity rendering. Visibility flag: checked during rendering pass, visible=true entities rendered, visible=false entities skipped (not drawn, not in render list). Default state: entities visible=true after creation unless explicitly hidden. Use cases: (1) Toggle object visibility (show/hide UI elements, debug visualizations), (2) Culling optimization (hide distant objects manually), (3) Reveal effects (show previously hidden objects), (4) Level streaming (show/hide level sections), (5) Inventory systems (hide picked-up items). Common pattern: entity=b3dLoadMesh("model.glb"), b3dHideEntity(entity), later b3dShowEntity(entity) when needed. Performance: hidden entities skip rendering but still exist in scene (transform updates, physics if enabled). For complete removal use entity deletion. Hierarchy: hidden parent hides all children regardless of children's visible flag (parent visibility takes precedence). Showing parent doesn't auto-show explicitly hidden children. Rendering: visible entities undergo frustum culling (off-screen objects still not rendered even if visible=true). Camera: entities rendered by cameras (visible flag applies to all cameras). Canvas binding: respects boundToCanvasID for multi-canvas rendering. Physics: visibility doesn't affect physics (hidden objects still have collision/dynamics if physics body attached). Validation: invalid entity handles ignored silently. Typical usage: show entities by default, hide when needed, show again for reveals/toggles. Related: b3dHideEntity makes entity invisible, entity creation functions (entities visible by default).