Canvas layers

    CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a , that display them.

    A Viewport has the property Viewport.canvas_transform, allows to apply a custom transform to the CanvasItem hierarchy it contains. Nodes such as Camera2D work by changing that transform.

    To achieve effects like scrolling, manipulating the canvas transform property is more efficient than moving the root canvas item and the entire scene with it.

    Usually though, we don’t want everything in the game or app to be subject to the canvas transform. For example:

    • Transitions: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.

    How can these problems be solved in a single scene tree?

    CanvasLayers

    The answer is CanvasLayer, which is a node that adds a separate 2D rendering layer for all its children and grand-children. Viewport children will draw by default at layer “0”, while a CanvasLayer will draw at any numeric layer. Layers with a greater number will be drawn above those with a smaller number. CanvasLayers also have their own transform and do not depend on the transform of other layers. This allows the UI to be fixed in screen-space while our view on the game world changes.

    Here’s a diagram of how it looks:

    CanvasLayers are independent of tree order, and they only depend on their layer number, so they can be instantiated when needed.

    Note