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# flattenedClone()

Creates an optimized copy of the node and its children.

```
func flattenedClone() -> Self
```

## Return Value

A new single node containing the combined geometries and materials of the node and its child node subtree.

## Discussion

Rendering complex node hierarchies can incur a performance cost. Each geometry and material requires a separate draw command to be sent to the GPU, and each draw command comes with a performance overhead. If you plan for a portion of your scene’s node hierarchy to remain static (with respect to itself, if not the rest of the scene), use this method to create a single node containing all elements of that node hierarchy that SceneKit can render using fewer draw commands.

---

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