Godot Version
Godot 4.6 (or any future version, I can update if needed)
Question
Hello all! I’m pretty new to Godot, and I’ve been making a really simple prototype for a Hollow Knight-esque environment. My current setup uses a SubViewport + a 2D scene to make the main gameplay layer, which uses a TileMapLayer to build out the 2D layer of the world. The 3D elements (foreground + background layers) of the scene use Sprite3D assets. I opted for this 2D/3D hybrid to take advantage of 3D lighting techniques + because parallax code was not as specific as I was looking for.
When making a background, I was wondering if there was any non-SubViewport way to use TileMapLayers as the texture of a Sprite3D, or some equivalent. I would like to avoid creating a new scene + SubViewport with an additional TileMapLayer just for background decor, especially when I could see myself easily using 25+ layers, and I could see that many SubViewports impacting performance. (That being said, as I’m typing this, I guess setting those SubViewports to ‘Update Once’ mode could negate some of those issues, as they likely would remain static)
I ultimately am asking this because I:
A) feel like there is definitely a better way to manage my scene tree rather than having 25+ subviewports just to display a simple tilemap
B) would definitely having a hard time coordinating these TileMapLayers (lining up elements between scenes, in-editor scene management, etc). Ideally I could paint multiple TileMapLayers on top of each other (as one would do in a regular and/or Parallax2D setting), so that they line up perfectly, and then use them separately as textures for Sprite3D nodes.
C) feel as if there should be/probably is some quick plugin/built-in function/addon (not super familiar with these at all yet) that simply lets me drag + drop the ‘TileMapLayer’ node into the Sprite3D texture space.
Any suggestions, plugins, tutorials, organization methods, etc., are welcome! I just don’t want to make fundamental organization decisions on something that could potentially be super hard on performance without weighing my options first! Thanks!