EditableMesh vs Union performance

Hello! This is just a theoretical question, but what if I want to create real-time updating clipmask for a model/part. The only two non-visual (meaning that collision boxes will also be clipped) ways I can think of are using EditableMesh and manually filtering vertices and using Union operations. But if I want to update it each frame, I would need to do these operations around 60 times per second. Which one will perform better and is there a more optimized solution? Thx :smiley:

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Hi Gulg, it’s hard to say without trying - it can depend on the geometry you’re working with. EditableMesh is often very fast for renderable geometry, but can take some time to recompute the collision geometry, while CSG operates on the visual and collision geometry at the same time.

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