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Yes, I think the intent, is for, by including a path in the struct tag in your example ( Note that there is another way to do this which is supported at the moment: type ThirdPersonCameraController struct {
Node3D.Extension[ThirdPersonCameraController] `gd:"ThirdPersonCameraController"`
SpringArm struct {
SpringArm3D.Instance
Camera Camera3D.Instance
}
} This will replicate the node structure from the struct to the scene. |
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Yes, I think the intent, is for, by including a path in the struct tag in your example (
SpringArm/Camera
), this should work as expected but the automatic children instantiation doesn't handle arbitrary paths yet, so it will useSpringArm/Camera
if it already exists but otherwise I think currently it's being created directly as a child as you've observed. There's some nuances to sort out here, do we create plain nodes if there is no existing node for parents? ie.SpringArm/SomethingElse/Camera
.Note that there is another way to do this which is supported at the moment: