render_probe
Diagnose why a 3D node is not visible on screen: checks visibility chain, AABB, frustum, camera cull_mask, materials, and winding. Returns the breaking stage or confirms geometry reaches the camera.
Instructions
Ask WHY a 3D node is or is not on screen, as data instead of pixels. Answers the 'the node exists, visible is true, the log is clean, and I still see nothing' case: visibility chain, world AABB, frustum test, distance vs far plane and visibility range, layers vs the camera cull_mask, per-surface material + cull mode, and the triangle winding the camera actually sees (facing_camera=0 with back-face culling means a reversed index buffer â Godot treats CLOCKWISE winding as the FRONT face). Returns a 'warnings' list naming the stage that broke, or a verdict saying the geometry does reach the camera. USE THIS BEFORE tuning lighting, fog, exposure or palette on anything you cannot clearly see â those are invisible-mesh symptoms far more often than they are art problems.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| nth | No | ||
| name | No | ||
| path | No | node path or name in the running game | |
| class | No | ||
| under | No |