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Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. These techniques reduce the memory footprint of static meshes and improve memory efficiency for dynamic scenes. For example, in tests with a large scene containing 6.7
Auto-tiling in tile maps. Console support. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. This does not let you use SVGs directly as 2D meshes yet, but it's on the roadmap for future releases.
seen as small bumps between tiles on a GridMap). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;).
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