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TileMap is incorrectly setting child scene's unique node names #82559
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This was changed in #75760 by the looks - it's not immediately apparent if that was intentional. You probably don't want to be depending on the node name in the first place if you can avoid it though - I don't know if auto-generated node names come with any real guarantees. |
I still wouldn't think it would be intentional. The name is fairly wrong. Why wouldn't node names be reliable? They should follow some logical naming conventions |
I think this intentional. Seems logical? Same thing happens when:
You can iterate with index and maybe get a pointer to tile associated scene from the |
See
ans
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Sorry for the late reply.
This certainly makes more sense now with what @dalexeev has mentioned. Looks as though I'll just have to live with it |
Godot version
4.1.1.stable
System information
Godot v4.1.1.stable - Ubuntu 23.04 23.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 535.113.01) - AMD Ryzen 5 1600 Six-Core Processor (12 Threads)
Issue description
When using scene placement in a tile set with the
Scenes Collection
only one of a given node placed will have it's proper node name set. The rest of the nodes of the same type will have a unique node name that is set to the inherited node name, not the actual given node name. e.g. a node inheriting fromNode2D
named "NodeName" will be set to "@Node2D@2" instead of "NodeName2".This is working as expected in 4.0-stable
Steps to reproduce
Create a new Sprite2D node, assign some sprite and rename the root node to something other than "Sprite2D" and save it as a scene. Then create a new scene with a TileMap, create a TileSet resource for it, add a Scenes Collection for it and add the previously created node into it. Then draw a few of the nodes onto the TileMap , hit run and inspect the node names in the remote scene tree
Minimal reproduction project
example.zip
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