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	<title>利用者:Sculptorjim/Game Engine/Logic/Actuators/Visibility - 版の履歴</title>
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	<updated>2026-07-12T14:14:35Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Sculptorjim/Game_Engine/Logic/Actuators/Visibility&amp;diff=114317&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:51:44Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:51時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Sculptorjim/Game_Engine/Logic/Actuators/Visibility&amp;diff=114316&amp;oldid=prev</id>
		<title>2012年8月26日 (日) 14:45にwiki&gt;Sculptorjimによる</title>
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		<updated>2012-08-26T14:45:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|}}&lt;br /&gt;
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=Visibility Actuator=&lt;br /&gt;
The Visibility actuator allows the user to change the visibility of objects during runtime.&lt;br /&gt;
&lt;br /&gt;
[[File:2.5_Game_Engine_Actuator_Visibility.png|thumb|right|271px|Visibility actuator]]&lt;br /&gt;
&lt;br /&gt;
See [[Doc:2.6/Manual/Game Engine/Logic/Actuators/Common_Options|Actuator Common Options]] for common options.&lt;br /&gt;
&lt;br /&gt;
Special Options:&lt;br /&gt;
;'''Visible'''&lt;br /&gt;
:Toggle checkbox to toggle visibility&lt;br /&gt;
;'''Occlusion'''&lt;br /&gt;
:Toggle checkbox to toggle occlusion. Must be initialised from the Physics tab.&lt;br /&gt;
;'''Children'''&lt;br /&gt;
:Toggle checkbox to toggle recursive setting - will set visibility / occlusion state to all child objects, children of children (recursively)&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Usage Notes==&lt;br /&gt;
Level of Detail (LOD) control is a technique for adjusting the complexity of meshes and other objects usually when the distance from the object varies, and sometimes doesn't require a complex mesh. Using the visiblity actuator will save on Rasterizer usage but not on Physics operations, and so is limited in terms of LOD savings. For LOD look at replacing the mesh, but be aware that the logic required can negate the effect of the LOD savings.&lt;br /&gt;
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[[Category:Game_Engine]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Sculptorjim</name></author>
		
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