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Describe the problem or limitation you are having in your project
It's all about make "variant scenes" ("prefabs") from other scenes.
Real example:
I made a scene called "Object" (it's simple, has KinematicBody2D node, and a Sprite child node), and, of course, i saved.
Now i needed to make a new scene, for example, "Key Object", but this scene is exactly same as Object, but need to change the Texture in Sprite node. What did I do? I instantiated a scene "Object" and i activated "Editable Children" and change the Texture. Perfect! Almost ... When i saved as ".tscn" ("Save Branch as Scene"), i got the message: "This operation can't be done on instanced scenes".
But why? I just want a "Variant" of this scene. I don't want to "make local" before "Save Branch as Scene", becouse if i change the scene "Object" i want to change .all derived scenes.
I think make a ".tscn" ("Save Branch as Scene") from a instance would help most of designers to make "variants" whiout break from other scene reference.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I think the example above explain it.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and / or diagrams
I don't know how to make, but i know this will help most of designers.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I do not think so. I know that some designs will love use this feature often.
Is there a reason why this should be core and not an add-on in the asset library?
I do not think so.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
A new Tiny Action RPG
Describe the problem or limitation you are having in your project
It's all about make "variant scenes" ("prefabs") from other scenes.
![image](https://user-images.githubusercontent.com/3136000/110414707-270fbc80-806f-11eb-85ec-c7c57a6cc084.png)
![image](https://user-images.githubusercontent.com/3136000/110414815-6fc77580-806f-11eb-92b3-77ac75a947b4.png)
Real example:
I made a scene called "Object" (it's simple, has KinematicBody2D node, and a Sprite child node), and, of course, i saved.
Now i needed to make a new scene, for example, "Key Object", but this scene is exactly same as Object, but need to change the Texture in Sprite node. What did I do? I instantiated a scene "Object" and i activated "Editable Children" and change the Texture. Perfect! Almost ... When i saved as ".tscn" ("Save Branch as Scene"), i got the message: "This operation can't be done on instanced scenes".
![image](https://user-images.githubusercontent.com/3136000/110414909-a00f1400-806f-11eb-807a-7fcc5c6129fd.png)
But why? I just want a "Variant" of this scene. I don't want to "make local" before "Save Branch as Scene", becouse if i change the scene "Object" i want to change .all derived scenes.
I think make a ".tscn" ("Save Branch as Scene") from a instance would help most of designers to make "variants" whiout break from other scene reference.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I think the example above explain it.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and / or diagrams
I don't know how to make, but i know this will help most of designers.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I do not think so. I know that some designs will love use this feature often.
Is there a reason why this should be core and not an add-on in the asset library?
I do not think so.
The text was updated successfully, but these errors were encountered: