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Overwriting existing .escn breaks scene #351

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grenappels opened this issue Jun 26, 2020 · 2 comments
Open

Overwriting existing .escn breaks scene #351

grenappels opened this issue Jun 26, 2020 · 2 comments
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@grenappels
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OS:

windows, mac

Godot version:

3.2.2

Blender version:

2.83

Issue description:

let's say you have a scene that contains an instanced .escn node. when you overwrite that .escn file with a modified version, and reload the scene in Godot, the .escn node will be completely broken: meshes childed to wrong spatial nodes, missing visuals, broken colliders.

my current workaround:

  • before exporting from blender, first delete the .escn from within Godot (doesn't work if you do it externally)
  • reload the scene. it will say Load failed due to missing dependencies. leave the prompt open
  • go back to blender and export your .escn file
  • now go back to Godot and click Open Anyway. the scene will load properly

something internally seems to be cached that there is no obvious command from within godot to refresh. i figure this isn't something that is solvable from within the addon, but i wanted to flag the issue and offer the workaround i have, cumbersome as it is.

@Calinou Calinou added the bug label Jun 26, 2020
@fuggla
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fuggla commented Jul 29, 2020

I think it's related to godotengine/godot#38853 and not the plugin itself.

Another workaround is to close the scene where you have instanced the escn before you export. That's usually works fine. If the scene where the escn is instanced is broken already. Close it and re-import the escn (highlight in filesystem tab and click Reimport in the Import tab.

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@amatrelan
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This problem seems to be in Godot and not only in exporter. Reimporting might work, or not.

problem

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