I want to create a scenario that comprises of 16 canvases. Each one containing a scene with different configuration. However some of the meshes used in these scenes are common. These redundant meshes are static and very large.
How can I remove this redundancy across multiple engines?
My each babylon engine is corresponding to 1 canvas and contains 1 scene with 1 large common mesh.
Is there a different way to organize my scenario where I can render 4x4 scenes with non-redudant resources and full capability of canvas interaction(events)?