class_name class_test extends Node3D func print_something(): print("classified") func generate_debris(where): print("classic") #var debris_node = Node3D.new() self.position = where ##TEST TO SEE IF NODE IS EVEN GENERATING IN SCENE self.add_child(MeshInstance3D.new()) self.get_child(0).mesh = SphereMesh.new() self.get_child(0).mesh.material = StandardMaterial3D.new() self.get_child(0).mesh.material.albedo_color = Color(0.663,0.663,0.663,256) print(where) for i in 100: var rigid_debris = RigidBody3D.new() #debris_node.add_child(rigid_debris) rigid_debris.add_child(MeshInstance3D.new()) rigid_debris.get_child(0).mesh = BoxMesh.new() rigid_debris.add_child(CollisionShape3D.new()) rigid_debris.get_child(1).shape = BoxShape3D.new() rigid_debris.get_child(0).mesh.material = StandardMaterial3D.new() rigid_debris.get_child(0).mesh.material.albedo_color = Color(0.663,0.663,0.663,256) for children in rigid_debris.get_children(): children.scale = Vector3(0.2,0.2,0.2) self.add_child(rigid_debris) var velocity = Vector3(randf_range(-1,1), randf_range(0,1), randf_range(-1,1)) * 12 ##Direction rigid_debris.linear_velocity = velocity ##Spin rigid_debris.angular_velocity = velocity