
## Separating meshes from `.blend` files with multiple objects
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In order to efficiently separate multiple objects in separate [Godot Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) follow these steps:
1. Double click the `.blend` file from the `FileSystems` window in Godot, this will open the [Advanced Import Settings](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html) window
2. On the top-left go to the `Meshses` tab
3. For each mesh (indicated by a while sectioned square icon) do the following:
	1. On the right panel under `Save to File`, tick `Enabled`
	2. Choose a file path
	3. For ease of organization choose the following path: `assets/meshes/imported/_<original file name>/<mesh name>.tres`
	4. Remember to use the extension `.tres` because is a plain-text format easy to use with VCS.
	5. Also as `<mesh name>` for ease choose the same name that is already provided removing the prefix from the original file, for example a file named `env_tiles`, with a mesh called `env_tiles_floor`, the final name should be `floor.tres`

These will be saved as [Godot Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) that just contain a [ArrayMesh](https://docs.godotengine.org/en/stable/classes/class_arraymesh.html#class-arraymesh), when dragged inside the scene they will be instanced as [MeshInstance3D](https://docs.godotengine.org/en/stable/classes/class_meshinstance3d.html)s. This method will also preserve the auto-update functions that Blender and Godot have. 

## Choosing the correct material for each mesh
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TO BE WRITTEN AFTER WORK ON THE MATERIALS IS DONE.

