0 votes

The MeshInstance and its material's resource Local to Scene is already toggled.
The AnimationPlayer's animation is also Local to Scene.

https://ibb.co/Wst8D4s

https://ibb.co/gbYRdPc

https://ibb.co/3ck8Trj

I instance these through a Kinematic that loaded the Node with said MeshInstance.

https://ibb.co/kB0nkN2

https://ibb.co/7GzWnV0

https://ibb.co/ThmRTg6

When instanced, it doesn't behave like it's localized.

https://youtu.be/93LrQLiWDAs

Godot version v3.4.stable.official.206ba70f4
in Engine by (18 points)

1 Answer

0 votes

Report: I was able to fix it. But the solution isn't pretty.

I think it has something to do with when I imported the models, I didn't immediately make sure that everything is local to scene, and so when I removed the scene that contained the original MeshInstances, it didn't save it as local to scene, even if I had it on.

In the end, I have an older version of the project, reimported the models, with local to scene turned on in the first place and not deleting said scene. I set it up the same and it ended up working as it should.

This isn't exactly the solution I hoped, and if this is something to look into for the devs then please do.

If you're in this situation, I would advise you to reimport and local to scene all meshes at the very beginning. I spent around 4+ hours on trying to figure it out and in the end, just restarting and being aware of the problem just became faster.

by (18 points)
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