Open skalimoi opened 1 year ago
I've been working on a procedural generation project with a similar need. I'm not sure if this works for your use case, but I have found success with this strategy:
$ProtonScatter.rebuild.call_deferred()
for Scatter to pick up any changes.A hacky example can be found here, using Godot 4.1.3. I've found that this doesn't work for me when I place the 3D scene in a Viewport, but I still need to look into why.
Hey there. I want to use ProtonScatter for procedurally generated worlds on runtime, so using the editor tool is a no-go. After reading the code a bit, I tried my hand at creating both a base node and modifiers in a script:
Bear in mind I excluded most parameters when creating new modifiers as the script would get too long for this post.
So my question is: am I doing it right? I'm not getting the same results than when using the node in the editor - the game gets stuck or doesn't apply the transformations right. There is no documentation about this so I feel like I'm beating around the bush.
Thanks