When you add a node to the scene tree, it must have a unique name within its direct parent. By default, the engine creates that name using the instanced node type, an incremented number, and some
@ signs. You can see such names in the
Remote scene tree when your game is running.
If you set the
legible_unique_name arg to
true in the
add_child() call, the automatically generated names are a little more human-friendly (they don't contain the
If you add a few instanced nodes with that set to
true and a few with it set to
false, you'll see the difference in the naming convention in the
Remote scene tree.
Generally, you don't use those names anyway, so either way is probably fine.