I'm trying to figure out why my alpha transparency animation is flickering for each tile in godot 3d

Godot Version

4.3

### Question
I have a for loop looping around 64 chess tile pieces with automatic transparency animations but the only problem is if I load another tile, all the tiles flicker. And I can’t find anyone asking a similar question.

My code is below but since this is a visual error I’ve also linked a Youtube video of my problem.
LINK:
https://youtu.be/J7eQEyDbJm8

CODE:
( HERE IS MY CODE IN A EMPTY NODE 3D THAT ADDS THE TILES)
extends Node3D

Preload the white and black tile scenes

var white_tile_path = preload(“res://scenes/piece_scenes/white_pieces/white_tile.tscn”)
var black_tile_path = preload(“res://scenes/piece_scenes/black_pieces/black_tile.tscn”)

Called when the node enters the scene tree for the first time

func _ready() → void:
# Wait for 1 second before starting the board creation
await get_tree().create_timer(1).timeout
var row = 0 # Tracks the current row on the chessboard

# Loop through tiles from 1 to 64 to create an 8x8 grid
for tile in range(1, 65):
	# Small delay for visual effect while generating the board
	await get_tree().create_timer(0.1).timeout

	var tile_color  # Will hold the color of the tile to instantiate

	# Determine the tile color based on row and tile number
	if row % 2 == 0:  # Even row
		if tile % 2 == 0:
			tile_color = black_tile_path  # Even tile on even row is black
		else:
			tile_color = white_tile_path  # Odd tile on even row is white
	else:  # Odd row
		if tile % 2 == 1:
			tile_color = black_tile_path  # Odd tile on odd row is black
		else:
			tile_color = white_tile_path  # Even tile on odd row is white

	# Instantiate the selected tile scene
	var instantiated_tile = tile_color.instantiate()

	# Calculate the x and z positions for the tile on the chessboard
	var x = (-3.5 + (tile % 8 if tile != 0 else 0))
	var z = -3.5 + row 
	print(x, row)  # Debug print to check positions
	
	# Set the tile's position and add it to the scene
	instantiated_tile.position = Vector3(x, 0.8, z)
	add_child(instantiated_tile)

	# Move to the next row after every 8 tiles
	if tile % 8 == 0 and tile != 0:
		row += 1

Is your material set to “Local to scene”? The animation may be attempting to fade in the same material used for every tile.