I got kind of lost :confused: as I've counted 4 slots where I can assign a material to a mesh.
When model made in blender is assigned to MeshInstance, and you click it in inspector, it will reveal it's properties where you can find surface_1/material. Also I'm no good in modeling, but suspect there might be more than 1 surface on a model.
MeshInstance node has material_override property. Okay this one is straightforward and understandable, I guess.
When assigning anything to mesh property of MeshInstance, another property appears: material/0.
And finally if you click on assigned primitive mesh icon in MeshIntance's inspector, you can find another ... material property.
Therefore my question is, which one do I use mainly. I mean, they're all a valid option probably, because they exist. But one must be more valid than others, isn't it?
I understand that imported model's, and primitive mesh's properties might be separate, but even there... why are they called differently and have set/get methods called differently? Moreover why MeshInstance has it's own material property if meshes already have one...? All this just messed with my head, why there can't be one unique solution...