Ok. Some more fun. Im running out of resources alot (because I need to build a mesh hierarchy on the fly at runtime) and there are many forum posts regarding this where its explained that instanced factory go’s share their attached components (like mesh, etc). This makes sense, since most of the time you want to instance an object, and have it as a duplicate of some mesh or sprite.
The problem with a runtime scene hierarchy, I need to prebuild a pool of objects with meshes (I have a meshpool folder with 100 x gos, mesh buffers, and 4 pbr texture files for each … yes its a little crazy. I have some script that helps me build it, so I can scale it up. However, I just tried a glb anim, and because it has over 100 parts (bones etc) it automatically uses all of my pool. Now. I could just make 1000 x resources (which is kinda nuts) or, more sensible, move the rendering out to another method, where I can easily do this (sharing assets and so on).
Sadly… this all means alot more work to get something more usable. But on the flipside, I can use a back end native extension renderer that should give me highly advanced rendering features. Going to spend a few days working on some design concepts and tests. This might be actually quite interesting.