Modify VisibleOnScreenNotifer3D vertices like a MeshInstance3D?

Godot Version

v4.6.2.stable.mono.official [71f334935]

Question

Is there a way to directly access and modify the vertices of a VisibleOnScreenNotifer3D as if it were a MeshInstance3D, or any equivalent method? I see in the docs that by using a MeshDataTool, one can specify the exact coordinates for each vertex of a Mesh, and it’d be helpful if I could do that to a Notifier.

If I’m unable to directly modify the Notifiers themselves, I could try updating the Meshes as described above, then destroying and recreating the Notifiers along the updated Meshes whenever they need to be moved, but that seems less desirable than just changing them.

I’m including my rationale as good practice, but I’d like to stress that I have given my camera system a great deal of thought over multiple forum threads [1] [2] and am not looking to fundamentally change it.

XY Problem Shield

My goal is to have an object that manages four VisibleOnScreenNotifer objects arranged in a box that keep the Camera3D from moving past them by adding their own normal vectors to the camera’s movement when they’re on screen.

VisibleOnScreenNotifer3D doesn’t have a mesh, it uses an AABB (axis-aligned bounding box). Though this can be altered by it’s .aabb property.

Not sure this really answers the XY problem, it’s still a solution you think will solve some problem, and it’s fuzzy as to what that problem is. Are you specifically trying to keep the camera in some bounds? Keep the camera looking at an object as soon as it enters the view?

Thanks, this looks like exactly what I need.

Are you specifically trying to keep the camera in some bounds?

Yeah, and I’ve already done some experimentation with SpringArms and found those don’t give me the desired behavior at any rotation, where my current system of using Notifiers gets me the intended behavior when the Camera is facing a cardinal direction.