Performance will suffer when using high poly collision meshes

Published on ● Video Link: https://www.youtube.com/watch?v=R5Vi40SUIlg



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For those who use "Visible Mesh Final" for collisions... That is not a good idea when your model has a high poly count.

-Solution would be to make a low poly collision mesh

I was reading comments from 3 weeks ago and saw a question that asked why performace was terrible driving on custom models made in Blender. I can detail this further in a video if needed.

That gives you an idea how far behind I am returning comments. I started to make all messages with hearts. So you know I saw them, but I don't have an answer right away in cases I did not reply. I would say if your waiting on an answer and it has been going on 2 weeks, there is a great chance I forgot.

Also, it has become an enourmous undertaking to attempt to return comments on FB, Discord, Email, Messenger...
People ask all the time how can I get in touch with me... YouTube comments... That is the best way. That is all I am checking now. And I am still far behind.

These rocks today I made for this video example is actually what I like doing most in BeamNG. Making things that go on levels/maps/tracks, whatever you prefer to call them.

Spell check stopped working for some crazy unknown reason... fjiiahief .... yeah, nope it is not working :D







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