Hello there.
Our team is working in some simulations and digital copies from real world locations and publishing this as a webGL build. We have a lot of polys here but we are trying to optimize everything deleting faces, sendint the meshes to static, etc. We canot pool objects because we are using a pathfinder algorithm and the blocks need to be there at for the correct path (in the pathfinder). We are trying to get as many objects as possible without changin the current implementation so we are trying to see if there“s a know limit in polys, performance, etc related to webGL. We are using 4096mb memory usage when publishing and we are pushing the build to the limits, working with a build that takes around 1 minute to open and sometimes get a little slow on runtime.
Thanks in advance.