Maybe you could do something clever with rasterizing the enemies into an ID buffer or something and sampling the pixels for hits.
Maybe you could do something clever with rasterizing the enemies into an ID buffer or something and sampling the pixels for hits.
Mesh.CopyDeinterleavedPositions()
^ a function like that looks expensive, but mesh.vertices just looks like an access, you _need_ API insight to have any idea it’s gonna be expensive.
Mesh.CopyDeinterleavedPositions()
^ a function like that looks expensive, but mesh.vertices just looks like an access, you _need_ API insight to have any idea it’s gonna be expensive.