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Learn how to dynamically manage mesh visibility in Unity using options beyond Hybrid Renderer V2. Explore practical solutions and performance boosts for your game development. --- This video is based on the question https://stackoverflow.com/q/63345907/ asked by the user 'Christopher Silvas' ( https://stackoverflow.com/u/11576079/ ) and on the answer https://stackoverflow.com/a/63441871/ provided by the user 'Christopher Silvas' ( https://stackoverflow.com/u/11576079/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions. Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: How to dynamically show or hide meshes from a Burstable ForEach job using Hybrid Renderer V2 in unity 2020? Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l... The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license. If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com. --- How to Efficiently Show or Hide Meshes in Unity 2020 Unity's Hybrid Renderer V2 offers a robust framework for rendering complex scenes efficiently, especially when using the Entity Component System (ECS). However, game developers often encounter challenges when they need to dynamically show or hide meshes in their scenes. This challenge is particularly pronounced when working with procedurally generated terrain or varying mesh structure needs. In this guide, we'll explore the limitations of the Hybrid Renderer V2 for dynamic mesh visibility and present alternative solutions that provide better performance. The Problem: Mesh Visibility Management When using the Hybrid Renderer V2 in Unity, managing mesh visibility can be cumbersome. The goal is to efficiently show or hide meshes based on their visibility status while also ensuring optimal rendering performance. Some developers may consider manipulating properties like RenderMesh layers or using the IComponentData tags to achieve visibility control, but these methods present various inefficiencies: RenderMesh Component: Changing the layer in the RenderMesh component does not support jobification or burst, making it inefficient for high-frequency visibility changes. DisableRendering Tag: This tag can only be altered from the main thread, potentially leading to bottlenecks in performance when dealing with multiple entities. BatchRendererGroup API: While promising, it presents complications in integration with HybridRenderSystem's internal processes. The Solution: Moving Beyond Hybrid ECS Considering the limitations of Hybrid ECS, we explore alternatives that can lead to performance improvements in rendering processes. Steps for Efficient Mesh Management Abandon Hybrid ECS for GameObjects: One effective route is to revert to using traditional GameObjects. Many developers have reported significant performance boosts by switching to this approach, especially when managing numerous unique meshes. In one case, a developer experienced a performance increase of 4x, moving from 200 fps to 800 fps simply by making this switch. Utilize MeshRenderer.enabled Property: The MeshRenderer.enabled property is a straightforward and efficient way to enable or disable rendering. This property allows you to control the visibility of individual meshes without heavy overhead. Jobify the Process of Visibility Management: To enhance the efficiency further, store the mesh bounds and a boolean indicating visibility in an array. You can evaluate this array in a job, generating an index list of chunks that require visibility changes. This approach minimizes the workload on the main thread, as you only set a few boolean values. Understand Your Mesh Structure: If your current structure involves multiple unique meshes per chunk (as in procedurally generated worlds), consider whether this is the best approach for your game. Reducing the number of unique meshes or combining smaller meshes into larger ones may be beneficial. Performance Benefits 4x Performance Increase: Reverting to GameObjects and effectively using the MeshRenderer.enabled property for dynamic visibility switches can lead to remarkable performance improvements. Minimal Main Thread Load: By processing visibility in worker threads and only updating necessary values on the main thread, you reduce performance bottlenecks considerably. Conclusion: Choosing the Right Approach for Visibility Management In conclusion, while the Hybrid Renderer V2 offers advanced opportunities for rendering efficiency with ECS, it may not always suit every project, especially those involving complex m