Mesh.Bake() being called twice during synchronization?
Issue #43
new
Reported by email:
I'm getting two Mesh.Bake on some frames even with maxNodesPerSync set to 1. I added the following profiling code to OctreeNode.cs line 113:
// Set up the collision mesh
VolumeCollider volumeCollider = voxelTerrainGameObject.GetComponent<VolumeCollider>();
Profiler.BeginSample("UpdateCollider:"+nodeHandle);
if((volumeCollider != null) && (Application.isPlaying))
{
Mesh collisionMesh = volumeCollider.BuildMeshFromNodeHandle(nodeHandle);
Profiler.BeginSample("meshCollider.sharedMesh:"+nodeHandle);
{
MeshCollider meshCollider = gameObject.GetOrAddComponent<MeshCollider>() as MeshCollider;
meshCollider.sharedMesh = collisionMesh;
}
Profiler.EndSample();
}
Profiler.EndSample();