Hi,
so this isn't really a Godot specific question, but I think there are enough Blender users here. And I think it was here that I got it from, but that is the problem.
I think it was 2 weeks ago I read a message, which I think was at this forum, how someone uses a "feature"/workflow in Blender, to create a full level/track without "choking" Blender and having all there sections/chunks in the same Blender-file. And then use it in chunks in Godot, with retaining all the lining up of collisions and such.
I first tried to make my track in Blender in one piece, but it was hard to go around it because of the zooming issues that any 3D software has.
Since for a racegame it is important that the track-sections (and its collisionshapes) line up perfectly so my car doesn't "jump" because a section wasn't properly "stitched" to another, it's quite important to know that workflow. I don't know if it had something to do with Scenes or Layers in Blender. Because I want to start working on my bridge, which need to transition seamless with my cliff.
Does that ring a bell? Should've saved that message/post :#