When you add a node to the scene tree, it must have a unique name within its direct parent. By default, the engine creates that name using the instanced node type, an incremented number, and some @
signs. You can see such names in the Remote
scene tree when your game is running.
If you set the legible_unique_name
arg to true
in the add_child()
call, the automatically generated names are a little more human-friendly (they don't contain the @
symbols).
If you add a few instanced nodes with that set to true
and a few with it set to false
, you'll see the difference in the naming convention in the Remote
scene tree.
Generally, you don't use those names anyway, so either way is probably fine.