Godot Version
4.6.1
Question
I’m looking a way to reduce stutter from compiling shaders on objects during runtime. Sure it’s one time, but that first time is crucial as the game is rather fast paced.
I’d read about a method that assigns each shader to a hidden object during a loading screen; however the issue is I have plenty of make_unique copies of the same shader, which aren’t technically distinct files, as res:// path is the specific .tscn
What I thought I’d do is load and instantiate() each scene with a shader, or just each scene, then free it, all hidden away by an initial loading screen. Get a DirAccess, and then just get_next() untill all is worked through. But maybe there’s a better/faster method? Game is not that big resource wise, just a few megabytes of pngs and a dozen more of sound effects.