The Cosmotic Mission has been patch with an update to the loader of the Living Quarters.
This was actually quite an interesting trouble shoot because I had thought my loader was not working correctly because it would stall in the activation stage of the newly loaded level.
I combed through the loader code, finding some room for optimization but ultimately it was not the loader. It was a massive job during the initialization of some of the objects in that scene.
Then I went through texture sizes and mesh colliders. None of those seemed at fault. I isolated the issue down to it being just the larger mesh objects. Which surprised me because the vertex count was only around 10k and that should have been addressed in the loader. So what was it?
It was a shader! I use a highlight effect to show interactions. That highlight effects pre-calculates a manipulation to the vertices that on large meshes brings Unity to it’s knees. So what to do? Turn off the effect? limit the poly count? I’ve got a better idea.
Turn off mesh read/write on the larger objects. Ta da! Yes the effect isn’t as prevalent on those objects but they also have a base that does function well.
So there you go. If you haven’t already gotten The Cosmotic Mission, please support a great game by downloading it now. Piloting a drone in space in room scale is awesome!