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Clarify difference between Godot's scene instancing and hardware instancing
- Link to tutorial about instancing scenes by code in Creating instances (and link the other way around too).
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@@ -3,6 +3,15 @@
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Creating instances
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==================
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.. note::
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This tutorial refers to instancing scenes in the editor. To learn how
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to instance scenes from code, see :ref:`doc_nodes_and_scene_instances`.
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Godot's approach to *instancing* described below should not be confused with
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hardware instancing that can be used to render large amounts of similar
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objects quickly. See :ref:`doc_using_multimesh` instead.
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In the previous part, we saw that a scene is a collection of nodes organized in
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a tree structure, with a single node as its root. You can split your project
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into any number of scenes. This feature helps you break down and organize your
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@@ -6,6 +6,10 @@ Nodes and scene instances
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This guide explains how to get nodes, create nodes, add them as a child, and
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instantiate scenes from code.
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.. seealso::
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Check the :ref:`doc_instancing` tutorial to learn about Godot's approach to scene instancing.
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Getting nodes
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-------------
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