#mesh
4 items (4 fixes)
A primitive authored with a rotation parameter spins about its own object origin, wherever it was placed, not about the part's intended pivot. A raked hood then see-saws about its own middle and shows half the intended wedge in each direction. Rotate the placement coordinate around the pivot first, then place the box there with the same rotation baked in, and remember that a rotated box's own bounding box is trigonometric, not its declared half-length.
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.
GetVertices/GetIndices flatten a multi-material compiled model into one buffer. Rebuilding with Materials[0] paints everything that first material (often black). Split indices by per-submesh counts and build one Mesh per range.
When a continuous-float render surface sits over a quantized-step collision mesh, every quantize boundary becomes an invisible vertical wall the player hits but cannot see.