@BaseCrusher said:
One last question.
I do not know if I'm doing something wrong, but when checking the own world in the viewport, all the 3D objects within the preview window of godot are invisible, like they are there, you can move and roatate them but they are jsut invisible. But when the scene is running, they are shown. Any idea what I've done wrong?
I do not think you have done anything wrong, as far as I know this always happens. I have never found a way around it.
The way I get around it through one of two ways:
The first way is to create a new scene and position everything I want to be in the viewport normally. I then save this scene and make it an instanced child node of the Viewport. Then I can edit, attach scripts, and use the Godot editor like normal. So long as you do not need to position nodes relative to the main game scene/window, this method works pretty well.
The other way is to move all of the nodes to another node, make any edits you need, and then re-parent them to the Viewport node. When the nodes are not parented to the Viewport node they will be visible again and you can use them like every other node in the scene. Then before running/saving the scene, you'll need to remember to re-parent the nodes again so they are children of the Viewport node so the Viewport can see them. This method requires a bit more manual work, but it has the benefit if not needing an instanced scene and it is easier to position the nodes relative to nodes in the main game scene/window.
That is what I do at any rate. There might be a way to see the nodes within a Viewport set to use its own world, I just don't know what it is, though I would love to know if there is a way! Editing the nodes without being able to see them is a pain, so I use one of the two methods above (or both) to work around the issue.