
Thanks a lots, folks! đ Everything works fine now đđŧ

What I have to do:
- Made don't only materials, but also meshes as unique:
undefined
var new_model = model.front.duplicate(true) var new_ship: Node3D = new_model.instantiate() new_ship.position = front_model_pos _model_parent.add_child(new_ship) _make_ship_materials_unique(new_ship)
- Change
mesh.surface_set_material
tomesh.set_surface_override_material
:
undefined
func _make_ship_materials_unique(new_ship: Node3D) -> void: for i in new_ship.get_children(true): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): i.set_surface_override_material(n, i.mesh.surface_get_material(n).duplicate(true))
undefined
func damaged_spec_effect() -> void: for i in ship.get_children(true): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): _create_fade_in_then_out_effect(i.get_surface_override_material(n), Color.RED)
And everything started works as well. Thanks again đ¤đŧ

Thanks a lot to everyone! I'll try it đ

Sticking of objects when those uses CharacterBody2D
Some objects sticks with each other when those use CharacterBody2D, and moves like those are sticking together.
So, what do I need to do to solve this issue?

Problems with making unique material
Hi, folks! So, I have the problem with making materials as unique.

I need effects, such as painting of ships in red color, will applies only where particles will spawns. But... As you can see those effects can applies also into other ships.
I've already set these materials as "Local to Scene" into inspector tab.

And have create script for making those materials as unique:
undefined
func _make_ship_materials_unique() -> void: for i in ship.get_children(): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): i.mesh.surface_set_material(n, i.mesh.surface_get_material(n).duplicate(true))
But it given me few results đ
If it can help, here's the script of applying of ships painting:
undefined
func damaged_spec_effect()