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Previously, we swapped between two proxy renderers in order to minimize the cost of building new game objects all the time, and to allow a new pipeline to build in parallel with rendering the prior pipeline. This worked, but caused flickering effects, due to the unity selection system being stateful and remembering the previously selected/highlighted instance ID. Here, we instead have a single primary proxy used for all rendering, and use alternate objects while setting up a shadow proxy pipeline. Closes: #453
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