MultiMesh provides low-level mesh instancing. Drawing thousands of MeshInstance3D nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
TRANSFORM_2D = 0
Use this when using 2D transforms.
TRANSFORM_3D = 1
Use this when using 3D transforms.
void set_buffer ( PackedFloat32Array value )
PackedFloat32Array get_buffer ( )
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See set_instance_color.
Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
By default, all instances are drawn but you can limit this with visible_instance_count.
Mesh resource to be instanced.
The looks of the individual instances can be modified using set_instance_color and set_instance_custom_data.
Format of transform used to transform mesh, either 2D or 3D.
If true
, the MultiMesh will use color data (see set_instance_color). Can only be set when instance_count is 0
or less. This means that you need to call this method before setting the instance count, or temporarily reset it to 0
.
If true
, the MultiMesh will use custom data (see set_instance_custom_data). Can only be set when instance_count is 0
or less. This means that you need to call this method before setting the instance count, or temporarily reset it to 0
.
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
Returns the visibility axis-aligned bounding box in local space.
Gets a specific instance's color multiplier.
Returns the custom data that has been set for a specific instance.
Returns the Transform3D of a specific instance.
Returns the Transform2D of a specific instance.
Sets the color of a specific instance by multiplying the mesh's existing vertex colors. This allows for different color tinting per instance.
For the color to take effect, ensure that use_colors is true
on the MultiMesh and BaseMaterial3D.vertex_color_use_as_albedo is true
on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white (Color(1, 1, 1)
).
Sets custom data for a specific instance. Although Color is used, it is just a container for 4 floating point numbers.
For the custom data to be used, ensure that use_custom_data is true
.
This custom instance data has to be manually accessed in your custom shader using INSTANCE_CUSTOM
.
Sets the Transform3D for a specific instance.
Sets the Transform2D for a specific instance.