I’ve created a simple gltf file which contains around 1000 scene nodes with each node instancing about 50 meshes - it’s the same 50 meshes for each node with a different matrix applied. This is loaded with a single LoadMeshAsync and renders fine in Bablyon.
Now I really only want one of those 50 meshes to be visible for each node at any one time - the particular mesh visible will vary by node and by user input. How can I achieve this in Babylon? I was thinking I could just use setEnable on the unwanted meshes on each node after loading my gltf but it looks like that only operates at the level of a Babylon mesh not a gltf mesh. The number of combinations is too large to allow a different mesh to be loaded for each one.