>>102654784
>godot scenes don't scale. and referencing everything with strings and querying during runtime is a bad solution (google "godot broken project"). this is something a 3rd worlder would make for his homemade game, not a tool you expect in a professional game engine.
You know that the Unity's
[SerializeField]
private GameObject objectRef;
can be acomplished with
export(NodePath) var nodePath
and then you just get the node? you do realize this is not hardcoded strings?