Godot Version
v4.6.2.stable.official [71f334935]
Question
For context: Only been using Godot a couple days, following gamedev.tv lesson (instructor using v4.1.1)
Also, I’m only using the UI (no code) for creating/instantiating, etc.
I’ve created a simple scene with multiple mesh blocks. There is one ‘main’ block called ‘floor’ and the rest are children. The ‘floor’ block is transformed by -4y with other children all around.
I selected the ‘floor’ group and saved ‘branch as scene’.
I immediately noticed that the ‘floor’ group with children became only the ‘floor’ - all children nodes folded up into the ‘floor’ parent. I can no longer access/edit the children. I assume this is because the system now considers my parent/children an instance of the ‘branch’ I just saved.
Most importantly, when I used ‘instantiate child scene’ in a different scene, and loaded the ‘floor’, it imported in the original location instead of the transformed (-4y) location that the branch was saved.
However, in the tutorial, the instance imported in the transformed position (which is what I wanted).
So I have several questions:
- Why is the saved instance imported at the origin, instead of the transformed position (like in the tutorial) ? Perhaps it’s more accurate to say that it was saved at the origin and not the transformed location?
- Why did this happen differently in the tutorial (Godot v4.1.1) ?
Thanks.