occluder_manage
Scaffold 3D occluder nodes and 2D light occluder polygons, then inspect occluder resources to manage occlusion culling in Godot scenes.
Instructions
Occlusion Culling Management.
Ops:
scaffold_occluder_3d(parent_path="", occluder_type="box", size=[1.0,1.0,1.0], node_name="OccluderInstance3D") Scaffold a 3D occlusion culling node (box, sphere, quad).
scaffold_occluder_2d(parent_path="", polygon_points=[[-16,-16],[16,-16],[16,16],[-16,16]], closed=True, node_name="LightOccluder2D") Scaffold a 2D light/occlusion polygon node in current scene.
get_occluder_info(occluder_path) Inspect occluder node and attached occluder resource.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"op": "<op>"
},
"name": "occluder_manage"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||