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@@ -44,6 +44,9 @@ controlled with the :ref:`MultiMesh.visible_instance_count <class_MultiMesh_prop
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property. The typical workflow is to allocate the maximum amount of instances that will be used,
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then change the amount visible depending on how many are currently needed.
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+.. note:: The :ref:`MultiMesh.visible_instance_count <class_MultiMesh_property_visible_instance_count>`
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+ property was first added in Godot 3.1.1-stable.
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+
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Multimesh example
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-----------------
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@@ -65,6 +68,7 @@ efficient for millions of objects, but for a few thousands, GDScript should be f
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# Then resize (otherwise, changing the format is not allowed).
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multimesh.instance_count = 10000
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# Maybe not all of them should be visible at first.
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+ # Note: Property only available in Godot 3.1.1 or later.
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multimesh.visible_instance_count = 1000
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# Set the transform of the instances.
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for i in multimesh.visible_instance_count:
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