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Alternative to Texture2D.Apply() that doesn't require synchronizing with the render thread, avoiding stalls in the main thread. You should not update the texture's data while the camera is rendering, ...
If I need many objects with different colors, I can use CPUMaterial.albedo. That means a lot of them and a lot of draw calls. Or I merge the objects into one and use CPUMesh.colors and need only one ...
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