Making it perform
Triangle census, collider choice, what actually costs you.
Census tris × instances before decimating; prefer BoxCollider over ModelCollider for decorative props.
For a chunked runtime-mesh generator, REGEN (single-threaded generation CPU) is the binding resource, not fps or draw calls. Quartering the chunk count produces zero regen change; the lever is threading the passes.
BoxCollider is cheap and follows WorldScale; Capsule/ModelCollider don't scale with WorldScale and ModelCollider is costly on clutter.
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. Under the cap even the p50 pins to 16.67 ms: read the tail (p99, worst frame, over-budget count), not the median.
Frame fps pins at 60 in the editor regardless of physics load: implement IScenePhysicsEvents.PrePhysicsStep/PostPhysicsStep with a Stopwatch to get the true, vsync-free CPU cost of the solver step.
Sandbox.Diagnostics.FrameStats and PerformanceStats are whitelist-clean and reachable from game-assembly components: build a relative perf probe without any engine benchmark API. Raw GC.GetAllocatedBytesForCurrentThread/GC.CollectionCount are SB1000-blocked in-editor; use PerformanceStats instead.