diff --git a/getting_started/step_by_step/instancing.rst b/getting_started/step_by_step/instancing.rst index aab8713de..14141d782 100644 --- a/getting_started/step_by_step/instancing.rst +++ b/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 diff --git a/tutorials/scripting/nodes_and_scene_instances.rst b/tutorials/scripting/nodes_and_scene_instances.rst index e10571c02..0b8a80c31 100644 --- a/tutorials/scripting/nodes_and_scene_instances.rst +++ b/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 -------------