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KHR_node_visibility issues with godot #67

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yankscally opened this issue Nov 6, 2024 · 0 comments
Open

KHR_node_visibility issues with godot #67

yankscally opened this issue Nov 6, 2024 · 0 comments

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@yankscally
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Because the editor imports ImporterMesh3D first before creating the MeshInstance3D node, it loses a lot of properties.

"It discards every property except name, transform, mesh, skin, skeleton."

MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
Ref<ArrayMesh> array_mesh = mesh->get_mesh();
mesh_instance_node_3d->set_name(node->get_name());
mesh_instance_node_3d->set_transform(importer_mesh_3d->get_transform());
mesh_instance_node_3d->set_mesh(array_mesh);
mesh_instance_node_3d->set_skin(importer_mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(importer_mesh_3d->get_skeleton_path());
node->replace_by(mesh_instance_node_3d);

There is practically no information on this, but it may come up again so I made a note.

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