It seems like I will have to do this the hard way, Godot doesn't like the demo scene.

Oh well, at least now I can be picky about everything.

I have my first real mesh lib done, but only four of its items are visible. Plz help?


    Nerdzmasterz about "not visible" thing, I also experienced once.
    What I did was try to delete the MeshLibrary and re-export one. Though what really worked is re-export and replace the old file (not deleted manually) with an option on (My godot is languaged Chinese, I think it might be "replace" or "keep" or "adding" thing?... in the exporing(?to MeshLibrary) window)

    Sorry, can someone please break that down for me?

    5 days later

    Bump? And what do you mean by re-export? And I noticed the meshes look massive on the grid. I thought I resized these... Not sure why they got huge again.

      7 days later

      Nerdzmasterz actually it's "convert to mesh library " again
      XD I use Chinese interface so didn't get the exact English name

      Ik. I have used that button so many times, it is not funny. Thanks for clarification, tho. 😃

        Nerdzmasterz
        sorry for didn't watched the video you shared (I need VPNs to watch youtube)

        Is that problem solved? if not maybe you can show how your origin tscn's Node tree is arranged, or how does the MeshLibrary look like in the inspector? (you may see the items of the Library in Inspector)

        or even share part of your files if you could(?)

          robot_wbw I didn't fix it "yet", but I think I know what I did. I just haven't gotten around to trying it yet as it's going to take a while. If it doesn't work, I will show you what I have.

            2 years later

            Nerdzmasterz Hi! I hope you have solved this issue by now, but I just wanted to reopen this thread to share what worked for me in case any other person is having the same issue.

            Apparently, as of now Godot has a limitation regarding the exported mesh node structure:

            Through a quick analysis, I found out that the actual issue is that the MeshInstance node in the exported .glf files are too deep in the hierarchy for the Godot exporter to find when it's generating the mesh library. What I am doing to work around this issue is simplifying the hierarchy the most I can in Blender before exporting the model, making sure that the actual mesh is as close to the root as it can. This trick has consistently worked for me so far.