# Implementation of MultiMeshInstance which doesn't use the scene tree var _multimesh_instance := RID() func _init(): _multimesh_instance = VisualServer.instance_create() func _notification(what: int): if what == NOTIFICATION_PREDELETE: VisualServer.free_rid(_multimesh_instance) func set_world(world: World): VisualServer.instance_set_scenario( _multimesh_instance, world.get_scenario() if world != null else RID()) func set_visible(visible: bool): VisualServer.instance_set_visible(_multimesh_instance, visible) func set_transform(trans: Transform): VisualServer.instance_set_transform(_multimesh_instance, trans) func set_multimesh(mm: MultiMesh): VisualServer.instance_set_base(_multimesh_instance, mm.get_rid() if mm != null else RID()) func set_material_override(material: Material): VisualServer.instance_geometry_set_material_override( \ _multimesh_instance, material.get_rid() if material != null else RID()) func set_aabb(aabb: AABB): VisualServer.instance_set_custom_aabb(_multimesh_instance, aabb) func set_layer_mask(mask: int): VisualServer.instance_set_layer_mask(_multimesh_instance, mask)