When I’m debugging or developing a scene in isolation, I often intentionally override the root node’s position to center it in the viewport. This helps me work on it independently of how it’s ultimately positioned when instantiated by a parent scene. In these cases, I’m actually glad that the position gets overridden on instantiation—it’s the behavior I expect and rely on.
However, the warning and some of the concerns raised here have me second-guessing this approach.
Is this kind of workflow unusual? Am I missing a better or more recommended way to temporarily center scenes that aren’t meant to be used standalone?
Although there are surely usual and unusual workflows, I believe the best one is the one that suits your needs and you (and maybe your team, if you have one) are comfortable with. If in the end, the game is great and was cool to work on, well, who cares if the worflow was unusual?
Seems like a very generic answer to the question, but really I don’t think one should use a “usual” workflow if for any reason, it’s causing more trouble that it helps.
About the warning, I think it’s relevant to have it displayed, because when a game gets bigger and bigger, it’s really easy to forget that this scene was scaled down, or this one scaled up on instantiation, but only in this or that case, etc.
Having a warning is very useful to ensure that, when checking your scene, you immediatly know that something may be wrong. And if it’s not, because you’re okay with what the warnings says, just ignore it and you’re good to go!
About this:
Am I missing a better or more recommended way to temporarily center scenes that aren’t meant to be used standalone?
I don’t know as it’s a more specific topic I never did research on. If your way of doing it works fine, I guess it’s okay?