tag
#performance
6 items (6 fixes)
fixes
✓ 26.07
"A frame-budget method for stylized s&box scenes"
Census tris × instances before decimating; prefer BoxCollider over ModelCollider for decorative props.
performanceart-pipeline
✓ 26.07
"Collider choice that actually costs you"
BoxCollider is cheap and follows WorldScale; Capsule/ModelCollider don't scale with WorldScale and ModelCollider is costly on clutter.
performancephysics
✓ 26.07
"Decimating AI meshes without wrecking them"
Census tris × instances first — silhouette fails before UVs; inject usemtl after scripted OBJ export.
art-pipelineai-assets
✓ 26.07
"Disabling per-instance shadows on ModelRenderer"
ModelRenderer.CastShadows doesn't exist as a settable property — use renderer.SceneObject.Flags.CastShadows instead.
artperformance
✓ 26.07
"Editor play mode is hard-capped at 60 fps — cvars won't lift it"
Editor-embedded play mode pins at exactly 60 fps regardless of cvars. The cap is the compositor's vsync on the editor window, not the engine frame sync.
physicsperformance
✓ 26.07
"Heavy work without frame hitches"
GameTask.RunInThreadAsync for parse/math; main thread only for engine objects; Yield every N items for loading UI.
gameplayperformance