Sorry about that. Inside my scene there is a node called “MapNode” that is scripted to instantiate hexagonal scenes on _ready()
. These hexagonal scenes are the tiles. They themselves are StaticBody3ds and contain 2 children, a mesh instance (the hexagon shape) and a collisionshape3d that was a single convex collision sibling to the mesh. When the script starts it makes a height map and goes through and instantiates the appropriate tile based on the height, it then scales the mesh and the collisionshape3d of the tile for height effect .
doesn't the gltf scene become a physics-body itself if you change nodetype into staticbody3d?

thank you so much, I hope that makes some sort of sense
`
var children = instantiated_tile.get_children()
for child in children:
var c := child as Node3D
c.set_scale(Vector3(1,
quanitized_noise * smoothing_factor + 1 ,
1))
`
the scale is being applied at runtime by the generator script in the MapNode, when it instantiates a tile scene it scales the children of the scene. i would like to keep the scaling that is applied the the tiles when i save the map from the editor.