extends SceneTree ## Run after Blender export and Godot import; the particle field requires a Mesh. func _initialize() -> void: var scene := load("res://assets/storybook/meadow_grass.glb") as PackedScene var instance := scene.instantiate() var grass := instance.find_child("Grass", true, false) as MeshInstance3D assert(grass != null) var error := ResourceSaver.save(grass.mesh, "res://assets/storybook/meadow_grass.res") instance.free() quit(0 if error == OK else 1)