Is your feature request related to a problem? Please describe.
There are a lot of intermediate THREE.Groups in the scene graph, for example this is the dump of the scene graph of the Gathering hall scene and one avatar (yourself).
This (unnecessarily) large scene graph can cause the performance problem especially in matrices update and project objects because they can traverse the entire scene graph.
Describe the solution you'd like
Remove (unnecessary) intermediate THREE.Groups as much as possible.
Additional context
An A-Frame entity has a THREE.Group as .object3D and adds objects (eg: mesh) under it. If an entity has a single child we may be able to replace the group with the single object.
The optimization should be done on A-Frame end rather than Hubs Clietne end?
Related: #5294
Is your feature request related to a problem? Please describe.
There are a lot of intermediate THREE.Groups in the scene graph, for example this is the dump of the scene graph of the Gathering hall scene and one avatar (yourself).
scene.txt
This (unnecessarily) large scene graph can cause the performance problem especially in matrices update and project objects because they can traverse the entire scene graph.
Describe the solution you'd like
Remove (unnecessary) intermediate THREE.Groups as much as possible.
Additional context
An A-Frame entity has a THREE.Group as
.object3D
and adds objects (eg: mesh) under it. If an entity has a single child we may be able to replace the group with the single object.The optimization should be done on A-Frame end rather than Hubs Clietne end?