1 Hour Ago
satellite crash remains optimisation combined the 32 loose debris pieces into a single mesh with a MeshLOD - shadows now turn off past 25m for these, and it culls at 100m (previously it drew at every distance) converted the dish from a LODGroup to a RendererLOD with the same switch distances, and zeroed the LOD child offsets so it collapses to a single renderer at runtime both the dish and debris now register as occludees, so terrain and buildings can occlusion cull them - the LODGroup never could renderers 44 -> 13, debris draw calls 32 -> 1