In unity you can do:
Camera.onPreCull += OnPreCullCamera;
void OnPreCullCamera(Camera3D cam){
//...
}
But in Godot I don't know what the equivalent is. How do you add a function to the sequence which takes place before culling the camera. Thanks.
I don't think there is an equivalent, nor understand why you need it (I would expect that you can work in _Process). The closest I can think of is the frame_pre_draw signal of RenderingServer.
Addendum: You can get the Viewport inside of which a Node is with GetViewport() and get the Camera3D of said Viewport like this GetViewport().GetCamera3D().
_Process or in a response to the frame_pre_draw signal instead? If so, be sure to document that in your question. If you can't determine that yet, then you have not yet identified a need for an equivalent to OnPreCullCamera, and you should proceed further with your experiments until you have concrete evidence one way or the other.
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