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It's not intuitive, and the camera's children are still affected by the |
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Godot can control visibility by setting "visible" of a node, which is based on tree rather than z_index. I don't know if there is a convenient way to control visibility of nodes above (or below) a specific z_index.
Camera2D is a Node2D, but z_index of Camera2D is useless now. What if Camera2D has a similar feature like frustum culling of 3D camera? Setting z_index of Camera2D can conceal canvas nodes whose z_index is greater than camera's z_index.
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