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Using more GridMaps does not really affect performance in a worrying way. What matters for performance is the Octant size and how many different items are placed into a single Octant. Each Octants combines all cells with the same item into a MultiMesh, so if you have very large Octant with a single item it is peak efficient, but if you have a very small Octant with a different item placed in every single Octant cell it is peak inefficient. Also each Octant updates on changes on its own so that is also important for runtime changes. |
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Hi, is there a way in the editor to hide all floors above the current floor so that we can see within a 3D building with many floors? We can clear away parts of the upper floors when we need to edit something on a lower floor, but have to rebuild the upper floors each time. We could use one GridMap object per floor but will that affect performance for tall buildings?
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