I've been using Godot for a few weeks now, after the Unity fiasco. I've gotten to a point where I'm wondering, for a platformer/metroidvania style game, would using multiple scenes for each room be too taxing for things like performance/memory?
I used an asset pack called Corgi Engine when working with Unity, which had a built-in system for rooms, in which you could have multiple "rooms" that would be hidden by a camera "mask" if you left one room and entered another (the previous room would be hidden in the hierarchy, the new room would be visible, etc). This approach alleviated needing multiple scenes to transition to, and allowed for a single player prefab object to be used, in one main scene, as opposed to a copy of the player object per room.
I'm wondering if there is anything like this for Godot, or if in general, using scenes and scene transitioning in Godot (which I already have set up) with a player object per room is acceptable for performance & memory. Would appreciate any insight or resources for a topic like this!