[quote:dfvjqorl]not really, you clone both just when they are cloned they are not linked as 1 object. that is why the visual object clone is not reacting. unless u set the name in the properties. which you cant since the function "set name" cant be called by event expression.
X3M can you tell us if the NewMesh.Object is also cloned on "Clone Mesh" or only the 3D object in the Babylon Scene Render?
— No in my tests, Using the Babylon action of "Clone Mesh" The NewMesh.objects are not cloned only the objects in the 3D scene of the Babylon render.
Create a NewMesh object, set clone mesh in events 10 times. Then add a textbox that on press any key show NewMesh.Count. This will show one, because you only have one object created that C2 can handle without Babylon3D action/functions, but in the render you will see 10 mesh objects, one that C2 can manage because exist internally with their UID etc... and the others that only exists in the 3D render that are invisible for the C2 native functions.
About the second thing, i'm not saying is a issue, i'm saying that we can't do all that because C2 don't know that exists, Q3D can have it in the same way, but we are not doing another Q3D, i want Babylon3D be much more in all ways and have a great potential to be, just i can't believe there is no way to manage mesh.objects like sprite.objects without mesh arrays, set names and other stuff