How can I reduce evaluateActiveMeshes() & computeWorldMatrix() time?

Hello guys,

I have a model level meshes packed in single GLB file and after having all the meshes in an array I want to place them in the world by cloning them. basically, I am procedurally placing items as needed. my target is to achieve stable 60 fps. But the framerate is very inconsistent.I profiled the game and found out that these two functions taking some significant amount of time. what changes can i do in my meshes that I can minimize the time for both functions.

thank you.

Thank you.

There has been quite a number of threads on this subject in the forum, look for keywords like “optimization” and “evaluateactivemeshes”.

the freeze… method and alwaysActive can tremendously help with this as you ll find in those threads.