I need my html5 game, that will be used in pc and tablets, to instantiate 3000+ of clickable cubes, where each of them will bring me some internal data to screen when clicked. The way I'm doing this now is really cpu consuming for mobile devices. Where I'm instantiating in node tree each of this cubes, composed by the nodes in the image below
Displeased by the 13 fps performance in my tablet using the GodotPhysics engine (in Bullet it was 6 fps), I tried changing my node structure for a unique Area that holds thousands of CollisionShapes, like in the image below
But I didn't get any observable performance gains with this, do you know a better solution for this kind of problem?