Here are 3 commits made from the main repo/branch:
The first (Fix missing reference to table mesh) simply fixes a missing reference to the table mesh i catched while browsing through the prefabs to make sure all worked.
The second is the big one that adds a behaviour for swapping the mesh of each one of the balls to a lower poly (very specific count) version of the balls to allow dynamic batching of the 15 balls to reduce the drawcall count of the balls from 16 to 1 when away from the table. This can be extremely valuable in worlds that sport multiple tables and I have been using this for months now in my personal worlds.
the last commit (Fix missing U# assembly) simply adds a U# assembly file in the runtime folder to fix errors i encountered after cloning the repo.
Apologies for the stack of commits, I'm testing out the process of amending the PR directly before committing to make commits to master more compressed (and ergo more useful, generally).
Hello there,
Here are 3 commits made from the main repo/branch:
The first (Fix missing reference to table mesh) simply fixes a missing reference to the table mesh i catched while browsing through the prefabs to make sure all worked.
The second is the big one that adds a behaviour for swapping the mesh of each one of the balls to a lower poly (very specific count) version of the balls to allow dynamic batching of the 15 balls to reduce the drawcall count of the balls from 16 to 1 when away from the table. This can be extremely valuable in worlds that sport multiple tables and I have been using this for months now in my personal worlds.
the last commit (Fix missing U# assembly) simply adds a U# assembly file in the runtime folder to fix errors i encountered after cloning the repo.