Hello everyone, I’m trying to make invisible tunnels that only show certain colors going into them with flow animation. The screenshot gives a top view of the scene.
Of these flows objects will be thousounds so i do not want to use loop to check and control objects at everyframe. This will not be high performance at all.
Using renderOrder can be best way to check it but renderorder logic works for only one tunnel changing renderorders for every checkpoints changing the all flows objects renderorder. So it seems impossible to sync without loop function.
clippingPlane, clippingAdvanced or portal examples can be solution for my case but failed to create clippinBox.
So,the best way in my opinion is it like renderOnly function which shows only definated mesh inside the invisible mesh or seperate the object color inside the mesh.
If you’re going to have thousands of these, you’re going to need to use an instanced mesh. Instanced meshes work best when you iterate over a data structure to dynamically change the appearance of individual meshes. As a result, you’re going to need to have a loop each frame.
Depending on your visual and data structure, you may not have to have one big loop, but perhaps, multiple smaller loops where only some are called each frame.
If you’re target is mobile or VR, this limits the iterations per frame. However, if its only desktop, you can likely get away with looping over 20K objects per frame and still get 60 fps.