extends Node var rng = RandomNumberGenerator.new() var materials = [ "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_arid_rocks_1.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_arid_rocks_2.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_arid_rocks_3.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_mossy_rocks_1.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_mossy_rocks_2.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_sand_stone_rocks.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_snow_rocks_1.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_snow_rocks_2.tres", "res://Kyle's Rock Pack/Kyle Fuji/Materials/M_snow_rocks_3.tres" ] # Called when the node enters the scene tree for the first time. func _ready() -> void: rng.randomize() var my_random_number = rng.randi_range(0, len(materials) - 1) var NEW_MATERIAL = load(materials[my_random_number]) var nodes = get_tree().get_nodes_in_group("change_material") for node in nodes: for child in node.get_children(): if child is MeshInstance3D: child.material_override = NEW_MATERIAL