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Question by
sbsmith · Jul 17, 2018 at 04:47 PM ·
camerarenderingdrawcallsmeshrendererskinnedmeshrenderer
Fastest way to hide objects during render calls and still have them update
Hello, I have a camera controller that draws different objects for each camera. The number of cameras and objects is dynamic and potentially large so I can't put them all on different layers ahead of time. Currently, I just enable and disable the renderers and lights depending on what needs to be drawn and this happens several times per frame.
The down side is that skinned mesh renderers will not update properly. What is the correct and fast way to accomplish my goal?
Unity 2017.3
Thanks!
P.S. I suppose I could change the layer on all the objects several times per frame. Is this the fastest way?
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