- Edited
Hello!
First post but long time lurker. I think my question is fairly basic, but it seems I might be confusing scene instancing and inheritance. Let's say I have a Planet scene with a Marker node in it, which is an instance of a scene with its own children. Now, to specialize the behavior of the Marker, I add child nodes to it, each responsible of a tiny feature. Composition is good, right? Well, if I have another scene, say, GasPlanet, that inherits from Planet, is there a way to modify a child of GasPlanet's Marker while keeping the ability to propagate changes made to other properties of the base Marker scene, to its instances?
I thought the whole point of inheritance was to allow overriding certain properties while keeping the others connected to and updated with the base's. Is my use of child nodes to specialize the parent illegal? If my setup is wrong, what would be the preferred way to organise scenes and nodes so as to maintain modularity and value propagation?
I know of Editable children of course, but checking it immediately breaks the connection and turns all properties red, which concerned me. I looked up 3.2.1's source and tracked that feature down to inspector_editor::update_tree() line 1494, which is so simple that it suggests the break-up is inevitable.
Apologies if that got long-winded. Many thanks!