How to keep MultiMeshInstance3D from flickering when adding new instance count

Godot Version

v4.4.1.stable.mono.official [49a5bc7b6]

Question

I am making a game that involves a lot of meshes and I was wondering if there is a somewhat simple way to make the MultiMeshInstances not flicker when a new instance is included.

Note

I am using C# for this but you can type your answer in GDscript or C#. I know both languages and I know how to convert one another.

Any help is much appreciated.

What do you mean by “a new instance is included”? Do you mean adding a new MultiMeshInstance3D or adding a new instance to a MultiMesh?

If it’s the latter then you’ll need to reserve the maximum instances the MultiMesh will have in MultiMesh.instance_count and modify the property MultiMesh.visible_instance_count instead to limit the instances that will be rendered.

It was within the MultiMesh. Thanks, I am not sure how I didn’t think of this.

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