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I animated a mesh with proximity fade to achieve a visual affect similar to fading out. When this animation is triggered, all my duplicates of the object also experience the fade out even though they were NOT the ones having their animations be triggered.

to test that this was not a fluke I made an animation that made a mesh rotate, I duplicated the mesh and when I triggered the mesh to rotate via in game interaction, only the mesh selected rotated.
So translation does not matter.. but proximity fade does? Is there a solid explanation or fix for this. I had a similar issue with translation on a different node and used offset instead to not override its local position.

in Engine by (56 points)

1 Answer

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Best answer

If (as it sounds like) you're animating a property of the mesh material, you'll need to make the material unique first, by making the resource local to the scene. Otherwise the animations will apply to everything that uses that material.

Here's possibly relevant info:
https://www.reddit.com/r/godot/comments/ek3hyy/how_can_i_make_material_unique_to_each_instance/

by (124 points)
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