@tool # Implementation of MultiMeshInstance which doesn't use the scene tree var _multimesh_instance := RID() func _init(): _multimesh_instance = RenderingServer.instance_create() func _notification(what: int): if what == NOTIFICATION_PREDELETE: RenderingServer.free_rid(_multimesh_instance) func set_world(world: World3D): RenderingServer.instance_set_scenario( _multimesh_instance, world.get_scenario() if world != null else RID()) func set_visible(visible: bool): RenderingServer.instance_set_visible(_multimesh_instance, visible) func set_transform(trans: Transform3D): RenderingServer.instance_set_transform(_multimesh_instance, trans) func set_multimesh(mm: MultiMesh): RenderingServer.instance_set_base(_multimesh_instance, mm.get_rid() if mm != null else RID()) func set_material_override(material: Material): RenderingServer.instance_geometry_set_material_override( \ _multimesh_instance, material.get_rid() if material != null else RID()) func set_aabb(aabb: AABB): RenderingServer.instance_set_custom_aabb(_multimesh_instance, aabb) func set_layer_mask(mask: int): RenderingServer.instance_set_layer_mask(_multimesh_instance, mask) func set_cast_shadow(cast_shadow: int): RenderingServer.instance_geometry_set_cast_shadows_setting(_multimesh_instance, cast_shadow)