Hi,
With the idea to spawn meshes in real-time (E.g. to create new enemies in the middle of a stage in a game).
From the point of view of performance:
- Is unserializing a mesh fast enough as to do it in real-time in the middle of a stage?
- Or should I unserialize a mesh in the beggining of the stage, make it invisible, and clone it
everytime I want to spawn a new mesh in real-time?
I’m not sure what would be the best way to store that source mesh in memory (which is going to be used to create the new ones), and then clone everytime I want to spawn a new one.
The first approach I’m thinking is to import a mesh, make it invisible, and then clone it every time I need to spawn a new element.
Using instances could be a good way, but I want give to the users the possibility to customize each element mesh: Mesh instances. Maybe one enemy can have a glow built by shader, or other can modify its mesh because an impact.