I’ve trying to better understand what I’m missing in order to make an imported and instanced GLTF container mesh(s) have their own vertex color data that’s independent of other duplicated meshes. I think I might be somewhere in the right neighborhood with each mesh needing it’s own vertex buffer but I honestly don’t know what I’m doing.
repro: Babylon.js Playground
Current issue (same colors)
What I’m looking to achieve: (different colors)
It’s my understanding that there’s multiple ways of doing this, I’d be interested in some of the tradeoffs and a perceived cheapest (read: best performance) way to do it. Anything to keep my game client running at 60fps on mobile ![]()
Addendum I’d be happy to write a PR to the docs with a short tutorial on creating gltf characters with custom vertex colors upon receiving help and understanding of this issue! At the very least to centralize information for this particular task and make it more query-able’.

