I'm having difficulty building a meshlib using collada files from Blender for use in a gridmap. The issue seems to be I have a scene that I'm exporting to a gridmap that godot finds confusing. It is a scene where every block I want is another scene (which I want to actually be blocks in the grid), and inside each scene is a few mesh instances.
So I end up with a meshlib that contains a block for each of those individual mesh instances, and a few empty blocks too. So it isn't behaving how I want. I'm somewhat dreading the finagling that it's going to take to make things work.
Would it be a significant performance hit to instance many scenes myself instead of using a gridmap? I'm manipulating the gridmap programatically so I'm not too worried about headaches relating to positiong the tiles correctly. I'm mainly worried about performance.
Are a lot of scene instances something to avoid?