Say, we loaded an AssetContainer containing a Mesh A and an InstancedMesh B, where A is the source mesh of B.
When cloning both A and B into the scene, the cloned InstanceMesh obviously still references the original Mesh A, while it should reference the cloned Mesh.
Of course this is not happening automatically, but - is there an easy fix for it? Like, finding the clone on the scene and editing the instance with a reference to it?
Thats an interesting philosophical question
Is the cloned instancedmesh sourced from the clone, or the original mesh it was instanced from? At the moment it is option B, but i assume it would make sense, in that case, to allow changing the source mesh.
The clone function of instancedmesh generate a new instance from the current source mesh, which is the base of this issue. We could add a way to override the sourceMesh and define a new one when cloning. @Deltakosh , wondering what your thoughts are here, when you have the time
I work on the same project as @hschmiedhofer and would just like to add that this is the second time we’re running into this kind of problem with different underlying use cases.
Having @RaananW s described option to change an InstancedMeshes source when cloning it, would be a very welcome feature for us!
I believe it would make sense for a cloned mesh. Actually, I didn’t even know of this restriction. If by any means possible, in the logic, a clone (vs an instance) should definitely be the new source. (my opinion only).