0 votes

I am trying to move a 3D mesh attached to a skeleton/armature using (c#) code. The mesh and armature were exported from Blender as a glTF 2.0 / .glb file and I dragged the file into a new empty project I made in Godot. Then I double clicked on the .glb file in Godot FileSystem and got a warning issue since it was "automatically" imported (not sure what that means), and I chose the option to create a new inherited scene. Various nodes were created and the mesh and everything were visible.

However, when I tried attaching a script to various nodes (one at a time): the parent node of the whole scene, the rig node, the root node, the armature node and the skeleton node, I could not even get a simple print statement to work (i.e. play in the output terminal) when I played the project. What am I doing wrong/missing, and how can I get the code to actually run? I've successfully run code in other Godot projects to test that that wasn't the problem, I can provide any other information if necessary as well.

Godot version v3.3.4
in Engine by (55 points)

And You are still talking about attaching scripts to inherited scene and trying to run the same inherited scene ? I am asking, because when choosing this option after importing, a new scene is created of the same name as imported scene ( only different suffix ), and someone might mix them up.

Sorry for the delayed response. Thank you, this is exactly what turned out to be the issue. I made a new scene and it turned out to not be the main scene, when I set it to the main scene the code started to run.

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