If you apply renderOverlay to the original mesh, it works - https://playground.babylonjs.com/#54UKRQ#4
(line 25, sphere.renderOverlay = true;)
If you apply renderOverlay to the instance, it will not work; instance will only repeat the original mesh overlay settings.
Sorry for the lack of response in a while. when I tried to use the playground to do 2 or more instances of the 2 spheres, it doesn’t work. Based on this example:Babylon.js Playground
Well, I’m not explaining myself clearly and you are trying your very hardest but the example I used in the playgrounds are not that well suited. I have created a new playground with this time a widget or a multi-sphere something.
First the widgets are defined, then removed then are instanced to the scene. I want a widget to be highlighted in these examples but I got unusual results when instanced meshes are involved.
So, this should’ve been the example playground I should’ve used from the start. Any one has suggestions, nudges or hints that prevent a spill over or a needed extra highlight for the instanced smaller spheres in this example? That’s the quirk I am experiencing with my project. I’m clearly missing something.
Yes, it does. sphere3 is an instance of sphere2, not a clone. Also, is there a way to make the renderOverlay = true with sphere3 AND not spill over to the other widgets like that happened in the examples I gave in playground example (#2)?
The only solution I could find is to just do a clone, not instances of the meshes.