I'm doing my first 3D game and I'm facing some issues that I couldn't find the answer for.
The biggest one is asset management. Let's say I have rocks and tree assets. I want to build 2 levels. I have 2 ways.
First one is just using Godot editor to build the scene. No problem there.
Second one would be using Blender, it's more comfortable and allows me to do a lot more in less time. The issue with this approach and the reason of this post, are assets references. If I build two levels in two different .blend files, I want to use my current rock and trees gltf models. But I don't want to export their geometry again, in Godot it should be a reference to the asset I already have. But of course Blender doesn't know about resources. The advantage of being able to do this is that if I modify the original asset, the change will spread across all levels that reference said asset, which doesn't happen now.
This was a simplified example, but you get the idea. Does people just build their levels inside Godot editor to avoid this issue or am I missing something here?