RealityKit Instancing Meshes

What is the current [most recent] best practice to instancing Meshes in RealityKit?

I see both MeshInstanceComponent and MeshInstanceCollection.

My intent is to bind a transform to a Circle Agent (GameplayKit Agent), and feed that result to Instancing.

So, I figured out MeshInstanceComponent was the way to go.

The real meat of the technique is an Array of Transforms.

Samples I found online are creating and populating the Transform Array per invocation…lazy…but it works.

Trying to optimize object creation has been very challenging, being that I’m new too Swift.

Okay, so, tryin to build some pipelines here, from USD content from DCC's into the Xcode/RealityComposerPro world.

...and I really wish RCP was more mature in its USD support. Looks, like Entity class and some supporting USD methods are the only options.

The saving grace is, that the Canvas is a awesome tool to setup mature content via code/USD..kudos to whomever delivered that.

So, for the use case where, user input creates another instance, among the existing instances;

Is the only way to support that, creating a new LowLevelInstanceData? There's no way to expand the instance count on an existing LowLevelInstanceData?

RealityKit Instancing Meshes
 
 
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