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Instancing a Node with Unique/Unlinked resources #16680
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Take a look at |
Looks the same as #1213. |
That thread seem to talk about duplicating an existing node in the tree. I on the other hand want a 100% on-tethered copy of an instanced/packedScene. Different context I suppose. |
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine. The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker. If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance! |
Godot version:
Any
OS/device including version:
Any
Issue description:
Whether you duplicate or instance an object its resources are always linked back to the original node/scene. This means that technically you never really get a 100% unique object. This is a problem because if you wanted to tweak the object at run-time you basically have to hack together something every time to further duplicate/unlink the resources, which doesn't always work either at that. Having
Steps to reproduce:
Having the ability to create a complete copy and not just a half referenced clone really is a must have feature. I can't think of a reason why you won't want this functionality. maybe an extra parameter in the "instance" method to specify a complete copy?
Minimal reproduction project:
There might be another similar thread but not sure about it.
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