Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

MultiMesh

Inherits: Resource < RefCounted < Object

Provides high-performance drawing of a mesh multiple times using GPU instancing.

Description

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.

Note: A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will not receive any lighting.

Note: Blend Shapes will be ignored if used in a MultiMesh.

Tutorials

Properties

PackedFloat32Array

buffer

PackedFloat32Array()

PackedColorArray

color_array

PackedColorArray

custom_data_array

int

instance_count

0

Mesh

mesh

PackedVector2Array

transform_2d_array

PackedVector3Array

transform_array

TransformFormat

transform_format

0

bool

use_colors