Godot Version
4.2.2 mono
Question
TL;DR
Is there anyway to merge meshes to a mesh with specified transform in RenderServer
?
It will be set as the base of instance.
The problem I have
I have a performance problem with so many blocks colliding and I found that’s caused by so many RenderServer.instance_set_transform
calls.
It will be called when the physics state changed to display it in correct place, but a physics body is bind to some instance. So when I collide one of them, the most of them which are stacked physics body are moved, then it called multiplied RenderServer.instance_set_transform
when it was moving for a few seconds.
The reason why i wrote this
I found some solution:
- Bind the physics body to the instance(still cant find that method)
- Decrease the freq of calling it(cant solve it when the amount is larger)
- Merge meshes so that there’s a call when it moves(that’s the reason)
Why i used servers instead of nodes?
Because there will be so many instances. If I used node, it will be worse than now.