Hello guys, i'm having a little problem here, if anyone can help i would be glad.
by now, thanks.

I'm creating a new object inside my scene, but its not appearing inside it when i "play" the game (start debug mode).
I don't really know why, seems to be a simple problem but i'm new into godot.
I am posting a link for youtube so you boys can check it better.
Thanks again.

Also my movement script.

extends CharacterBody2D

var _state_machine
var _is_attacking: bool = false

@export_category("Variables")
@export var _move_speed: float = 64.0
@export var _friction: float = 0.3
@export var _acceleration: float = 0.3
@export var _teleport_distance: float = 50.0

@export_category("Objects")
@export var _attack_timer: Timer = null
@export var _animation_tree: AnimationTree = null

const TELEPORT_KEY_CODE := KEY_T

func _ready() -> void:
_animation_tree.active = true
_state_machine = _animation_tree["parameters/playback"]

func physics_process(delta: float) -> void:
_move()
_attack()
_animate()

# Adiciona o teleporte
if Input.is_action_just_pressed("teleportskill"):
	teleport()

move_and_slide()

func _move() -> void:
var _direction: Vector2 = Vector2(
int(Input.is_action_pressed("move_right")) - int(Input.is_action_pressed("move_left")),
int(Input.is_action_pressed("move_down")) - int(Input.is_action_pressed("move_up"))
)

if _direction != Vector2.ZERO:
	_animation_tree["parameters/idle/blend_position"] = _direction
	_animation_tree["parameters/walking/blend_position"] = _direction
	_animation_tree["parameters/attack/blend_position"] = _direction

	var target_velocity: Vector2 = _direction.normalized() * _move_speed
	velocity.x = lerp(velocity.x, target_velocity.x, _acceleration)
	velocity.y = lerp(velocity.y, target_velocity.y, _acceleration)
else:
	velocity.x = lerp(velocity.x, 0.0, _friction)
	velocity.y = lerp(velocity.y, 0.0, _friction)

func _attack() -> void:
if Input.is_action_just_pressed("attack") and not _is_attacking:
set_physics_process(false)
_attack_timer.start()
_is_attacking = true

func _animate() -> void:
if _is_attacking:
_state_machine.travel("attack")
return

if velocity.length() > 2:
	_state_machine.travel("walking")
else:
	_state_machine.travel("idle")

func teleport() -> void:
var teleport_direction: Vector2 = Vector2(
int(Input.is_action_pressed("move_right")) - int(Input.is_action_pressed("move_left")),
int(Input.is_action_pressed("move_down")) - int(Input.is_action_pressed("move_up"))
)

if teleport_direction != Vector2.ZERO:
	print (teleport_direction)
	var teleport_target: Vector2 = position + teleport_direction.normalized() * _teleport_distance
	position = teleport_target

func _on_attack_timer_timeout() -> void:
_is_attacking = false
set_physics_process(true)

func on_attack_area_body_entered(body) -> void:
if _body.is_in_group("enemy"):
_body.update_health(randi_range(1, 5))