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Question by
GR00G0 · Feb 10, 2019 at 01:52 PM ·
efficiencychunk
ECS Per Entity Mesh Rendering
In Unity ECS, how would I go about storing a seperate mesh for every entity(or for a couple thousand entities). The Problem is ComponentData can not contain reference types like Mesh. But at the same time SharedComponentData requires each entity to be in a seperate chunk. Isn’t that really inefficient?
Also when all these meshes would use the same Material, how can I render them in the most efficient way?
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