Why transform manipulations are so messy with Godot?
.transform.scale/rotate
.global_transform.scale/rotate/rotated/scaled
.transform.basis
.global_transform.bais
.origins
Like seriously?
For the last 2 hours I'm trying JUST to set the scale of Spatial to the given value from the slider.
var newScale = Vector3(value, value, value)
$mySpatial. ?????
But this transform manipulations (move, rotate, scale) are so god damn hard with gdscript.
After 2 hours of trying, searching Google, and Godot page I still can't do it, so maybe you should think to write some tutorial on your page about transform manipulations, because this is way too confusing.
Why this is not just like:
transform.global_rotation() //get
transform.global_rotation(someVar) //set
transform.glotal_rotate(someVar) //change
transform.local_rotation() //get
transform.local_rotation(someVar) //set
transform.local_rotate(someVar) //change
end so on?!?! and the same with position and scale?
Is there a chance that this will be reworked in Godot 4 ?
Back to my question:
How to set a scale of a Spatial node to the given Vector?
Not to scale by a vector but set to given one?