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).
This commit is contained in:
Hugo Locurcio
2025-02-05 11:22:06 +01:00
parent 3e61c1026b
commit 7d34e4e42e
2 changed files with 13 additions and 0 deletions

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@@ -3,6 +3,15 @@
Creating instances
==================
.. note::
This tutorial refers to instancing scenes in the editor. To learn how
to instance scenes from code, see :ref:`doc_nodes_and_scene_instances`.
Godot's approach to *instancing* described below should not be confused with
hardware instancing that can be used to render large amounts of similar
objects quickly. See :ref:`doc_using_multimesh` instead.
In the previous part, we saw that a scene is a collection of nodes organized in
a tree structure, with a single node as its root. You can split your project
into any number of scenes. This feature helps you break down and organize your