Multiple WorldEnvironment Nodes to set modulate of projectile in 2D

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When shooting I instanciate a projectile. I want this projectile to glow the same way other static objects already do.
I have a working WorldEnvironment node in the world scene.
When I manually instanciate a projectile into this world and manually set it’s modulate it does glow, but now I would like to be able to set the modulate in the projectile scene, such that it glows once instanciated in the world. (I would like to keep the settings for the projectile in it’s node.)
Simply adding another WorldEnvironment node to the projectile does not work. They interfere with each other in different ways (once a projectile is created and then destroyed the static objects stop to glow, the projectile does not glow etc)
Setting the modulate of the projectile > 1 and having only one WE does also not work.
It will behave like a normal non-glowing modulate.

I have checked this tutorial , but it seems that he only sets the modulate in the same scene as the WE node. This seems like it would be very inconvenient in a real project with many objects all with different rules and amounts of glow.

I also tried to save the WE as it’s own scene, but that didn’t seem to make any difference.
I think I understand why that is, but at this point I’m not sure if I’m on the right path.

Setting the modulate by code (in the projectile script) also didn’t work.

I assume there is a pretty simple solution to this, since it’s such a basic problem, but I am out of ideas. Can anyone give me some pointers on this?