Parent of all visual 3D nodes. The [VisualInstance] is used to connect a resource to a visual representation. All visual 3D nodes inherit from the [VisualInstance]. In general, you should not access the [VisualInstance] properties directly as they are accessed and managed by the nodes that inherit from [VisualInstance]. [VisualInstance] is the node representation of the [VisualServer] instance. Returns the [AABB] (also known as the bounding box) for this [VisualInstance]. See also [method get_transformed_aabb]. Returns the RID of the resource associated with this [VisualInstance]. For example, if the Node is a [MeshInstance], this will return the RID of the associated [Mesh]. Returns the RID of this instance. This RID is the same as the RID returned by [method VisualServer.instance_create]. This RID is needed if you want to call [VisualServer] functions directly on this [VisualInstance]. Returns [code]true[/code] when the specified layer is enabled in [member layers] and [code]false[/code] otherwise. Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance]. Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Spatial]'s [Transform]. See also [method get_aabb]. Sets the resource that is instantiated by this [VisualInstance], which changes how the engine handles the [VisualInstance] under the hood. Equivalent to [method VisualServer.instance_set_base]. Enables a particular layer in [member layers]. The render layer(s) this [VisualInstance] is drawn on. This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to. The sorting offset used by this [VisualInstance]. Adjusting it to a higher value will make the [VisualInstance] reliably draw on top of other [VisualInstance]s that are otherwise positioned at the same spot. If [code]true[/code], the object is sorted based on the [AABB] center. Sorted based on the global position otherwise. The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [Particles] and [CPUParticles].