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Mention 3.1.1+ APIs in new optimization tutorials
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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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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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@@ -75,6 +75,10 @@ For nodes, there are many functions available:
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*instance base* via the :ref:`VisualInstance.get_instance() <class_VisualInstance_method_get_instance>`
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and :ref:`VisualInstance.get_base() <class_VisualInstance_method_get_base>` respectively.
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.. note:: The :ref:`VisualInstance.get_instance() <class_VisualInstance_method_get_instance>`
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and :ref:`VisualInstance.get_base() <class_VisualInstance_method_get_base>` methods were first
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exposed to the scripting API in Godot 3.1.1-stable.
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Just explore the nodes and resources you are familiar with and find the functions to obtain the server *RIDs*.
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It is not advised to control RIDs from objects that already have a node associated. Instead, server
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