Comments (1)
We did this in the browser-based Altspace SDK, and it added a lot of complexity (read: hard to debug Unity-side and hard to optimize app-side) for very little benefit. How often are multiple instances of the same MRE rendering at the same time in real usage? Probably better to encourage the apps to reuse materials than to try to guess when it's safe to reuse.
Maybe we could write a VSCode extension that would detect if you're never modifying materials, and suggest static glTFs instead?
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Related Issues (20)
- GPU Perf: Text mesh pro elements are not batching
- GPU Perf: minimize drawcalls from identical materials with different colors. HOT 1
- Deleted animations cause exceptions when MRE is unloaded
- Changing an actor's parent immediately after creation results in unpredictable behavior HOT 1
- Vectors and Quaternions should be immutable
- It's difficult to adjust the app scale of an actor
- Object grab required for synchronization
- Updating actor transforms in a grab end callback has unpredictable results
- Creating an actor under a disabled parent results in unpredictable behavior
- Execute WebAssembly HOT 1
- Add functionality so animate can control media parameters
- ability to control shader parameters of existing object? (feature request) HOT 1
- Transform updates not propagating for attachments when using subscription 'transform' HOT 1
- Rigidbody Addforce or Velocity no longer working? HOT 1
- Hello World sample doesn't work HOT 1
- VideoStream volume options stopped working HOT 2
- Feature-Request: Add Animator Controller support in SDK
- Changes in the code (MRE) are not reflected in Altspace VR HOT 1
- Live streaming not creating video streaming assets
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