Hello, I know that there was written a lot about instances / clones and such and that we need to keep number of draw calls as low as possible.
But what I cannot find anywhere is some info about performance impact of merging instances vs merging clones.
Curently I creating my tilebased “world” by merging clones of the “base tile of specific terrain type” into one mesh - thus I endup with bunch of merged mesh clones which works fine. But FPS-wise I am considering to make instances instead of clones in the first place and then merge instances into the final mesh.
But it is not quite easy to do (sadly I cannot just switch .clone for .createInstance as it crashes during merge if I do so) and I am afraid that it might not have any performance impact whatsoever. Can someone explain if there is difference between merging clones together vs merging instances together ?
And one more - mesh that is DISABLED setEnabled(false) is fully deactivated and doesnt consume any computation time right ? Because I am “reusing” merged clones rather than destroying them (in hope that it is more efficient than destroy them just to create new clones later) and they are disabled while they are sitting “in buffer” waiting to be reused.
Thanx very much for some answers and insight I am really trying to optimize as much as I can since very beginning, but some of these basic principles are still kinda tricky