extends Node3D @export var amount: int = 2; @export var offset: float = 2.0; @export var shape_shader: Shader; @onready var path: Path3D = $Path @onready var shape_material: ShaderMaterial = ShaderMaterial.new(); # Called when the node enters the scene tree for the first time. func _ready() -> void: $Camera3D.make_current(); shape_material.set_shader(shape_shader); var path_length: float = (path as Path3D).get_curve().get_baked_length(); for i in range(amount): var instance: PathFollow3D = PathFollow3D.new(); var mesh_instance: MeshInstance3D = MeshInstance3D.new(); mesh_instance.mesh = BoxMesh.new(); mesh_instance.set_surface_override_material(0, shape_material); mesh_instance.set_instance_shader_parameter("id", i); print("kaka" + str((mesh_instance.get_surface_override_material(0) as Material).get_shader_parameter("id"))) instance.add_child(mesh_instance); path.add_child(instance); instance.set_progress_ratio(offset / 100 * i); #print(instance.progress_ratio); # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass