Try out locking an internal node in editor
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447e821429
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@ -39,5 +39,10 @@ func _add_internal_cube_mesh() -> void:
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mat.albedo_color = Color("ff4c4e")
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b.material = mat
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# Lock the node in editor. Prevents selection (here for internal nodes)
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# UNDOCUMENTED
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# https://github.com/godotengine/godot-proposals/issues/3046
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m.set_meta("_edit_lock_", true)
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m.owner = self
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m.position.x = 1.5 * get_child_count(true)
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@ -25,14 +25,16 @@ script = ExtResource("1_glqbe")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 0, 0)
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mesh = SubResource("BoxMesh_glqbe")
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[node name="MeshInstance3D3" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.5, 0, 0)
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[node name="MeshInstance3D4" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, 0)
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mesh = SubResource("BoxMesh_dodl2")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 0)
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mesh = SubResource("BoxMesh_j0q2q")
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metadata/_edit_lock_ = true
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[node name="MeshInstance3D4" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, 0)
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[node name="MeshInstance3D3" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.5, 0, 0)
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mesh = SubResource("BoxMesh_bkhqo")
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metadata/_edit_lock_ = true
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