#Tilemap see nodes within in editor
19 messages · Page 1 of 1 (latest)
In the editor?
Oh sorry I missed that. You can run scripts in the editor using tool functionality but I'm still learning the basics of that myself
Look, I get you're trying to help but that again did not answer the question at all.
It's either a functionality of the editor as it is, or it isn't
Are you talking about specifically with scene collection objects or with tiles generally? Because scene collections will show up in the scene tree but only in the remote tab during runtime, otherwise I don't believe there is if I'm understanding what you're asking
The question is, is there a way to see scene collections in the editor without it being runtime.
Only in the tileset when editing the scene collection itself not in the scene tree
That seems like a big oversight to the TileMap then
To answer your question more verbosely. When placed in the TileMapLayer it's just a placeholder. It doesn't become an actual instance until runtime.
Is there a not clunky way of accessing an object (that has a script attached) exported variable, that was placed using a TileMap?
In the editor? No. At runtime you could iterate through the children, but it's a less than ideal solution.
That sucks very much
So basically I'll have to manually place any objects if I want to access an exported variable
What are you hoping to achieve with it? Some things are best achieved with manual placements rather than the TileMapLayer
I have objects I place manually for that very reason
Yeah, I'll stick with placing any object that requires export variables manually, in that case
Basically most objects go on the grid normally, but a few objects need to link to something else, so it's easier to have an Export variable I can set to do the link
Yeah. I get that. I had teleporters which used a link system that have to be added manually.
It's mostly because TileMapLayer is really designed for all instances to be (relatively) equal with the same values.