| ▲ | NimraNoor 3 hours ago | |
hey, first author here. This is a very fair point. rn we’re optimizing more for editability than runtime. the ~50 parts are basically the source code representation, not necessarily what should ship. since we give you the code as well as the glb, my thinking is you should be able to say “keep the wheels and doors separate, merge everything else, optimize for mobile” or change those rules directly in code, then rebuild a leaner glb. the same source could compile differently for web, mobile or desktop. but honestly we haven’t built or properly benchmarked that optimization pass yet. we still need to test mesh fusion, atlasing, LODs, collision proxies and material/PSO limits in a properly populated scene, not just on a single object. your comment is making me think this should be an explicit part of generation/export, not cleanup we leave to the gamedev afterwards. appreciate you raising it. | ||