Godot Version
Godot 4.6.1 mono with C#
Question
I’m using SurfaceTool to procedurally generate a simple wedge shaped mesh using C#. I have an orthographic camera set up to nicely frame the object with some simple lighting and a flat quad mesh under it as a floor/backdrop. This scene renders exactly how I want it to as a regular scene, but I want to use it to generate an icon to put on a button using a Subviewport. However, the moment I move all the nodes over to be children of the Subviewport, for some reason my procedural wedge mesh disappears. The flat quad floor and lighting still renders just fine in the Subviewport, I can even toggle nodes on and off to see them update in realtime, but for some reason my procedural mesh does not render. I’ve confirmed that it is positioned correctly (at least it was in the original scene) and I’ve checked in the Remote view to confirm that the nodes procedurally created by my script are there in the scene tree, so I’m at a loss at how to further narrow down what is happening here.