Mesh.Bake() being called twice during synchronization?

Issue #43 new
David Williams created an issue

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();

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