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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).
Hugo Locurcio 5 月之前
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共有 2 个文件被更改,包括 13 次插入0 次删除
  1. 9 0
      getting_started/step_by_step/instancing.rst
  2. 4 0
      tutorials/scripting/nodes_and_scene_instances.rst

+ 9 - 0
getting_started/step_by_step/instancing.rst

@@ -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

+ 4 - 0
tutorials/scripting/nodes_and_scene_instances.rst

@@ -6,6 +6,10 @@ Nodes and scene instances
 This guide explains how to get nodes, create nodes, add them as a child, and
 instantiate scenes from code.
 
+.. seealso::
+
+    Check the :ref:`doc_instancing` tutorial to learn about Godot's approach to scene instancing.
+
 Getting nodes
 -------------