Is it normal that a highlight layer would double the active indices, faces, and draw calls (but not mesh) in a scene when enabled? This dramatically lowers FPS.
I have a simple mouse over action controlling this turning on, and my mouseout is almost identical except I removeMesh instead of addMesh to the highlight layer.
function projectOnMouseOver(node: any){
let targetUID = parseInt(pwtHelp.findTransformParent(node));
let targetNode = pwt.nodes[targetUID].stage.stageRoot;
let theChildren = targetNode.getChildMeshes(false, (mesh:any) => {
//Filters out Instanced Meshes since they cause the highlight performance and console spam
if(mesh.getClassName() === "Mesh"){
return true;
}
return false;
})
for(var child of theChildren){
pwtControlActions.highlightLayer.addMesh(child, Color3.Blue());
}
}