看着不错,帮顶!
Looks good but game logic still too high 
Currently, the data required for Mesh is being updated in real-time using Utils static mesh API. You can try switching to dynamic API creation instead. What does your specific usage scenario look like? Could you briefly describe it?
I’m just using your scene_BASE2 without a physics container.
So when scaling the number of texurecurve the game logic is going up 
I knew that should be like that but more optimized about game logic it will be more perfect.
Is your data static?
Does it change dynamically during runtime?
If the data is static, the game logic won’t undergo significant changes during runtime,
and the number of triangles will also remain static,the mesh will not be updated after runtime unless your control point data changes.
Yes, it’s dynamic.
I use it for the threadjam game 
mm… like that.
- You can first use the current version based on development requirements and test it on your actual target device. If optimization is needed, consider modifying the mesh creation process to pre-generate dynamically in advance. link
- If you need a dynamic mesh creation usage example, I can share the code with you. I’m also considering adding a
createDynamicMeshversion in 1.0.7 .





Sound good.
Hit me by your code 
1.0.7 will be released very soon. Be patient. 
v1.0.7已提交商店审核. 也单独发了你一份.
后续请考虑直接翻译为中文在论坛沟通,中文和越南没必要通过英文来转译.
v1.0.7 has been submitted to the store for review. A copy has also been sent to you separately.
For future discussions, please consider communicating directly in Chinese on the forum. There’s no need to translate between Chinese and Vietnamese via English.
v1.0.7已提交商店审核.
- 替换utils.MeshUtils.createMesh为utils.MeshUtils.createDynamicMesh 优化动态更新渲染性能
- 制作一种开箱即用的带动画效果的纹理线条,一些游戏可能有这样的渲染需求.
- 在线web地址 点击查看
mark 可视化编辑地形插件
国庆快到了,会不会有福利价
今晚就给你
现在就开启了,169.99跳楼到99.99,拿去吧。
牛逼 牛逼
哈哈哈,我中奖啦,今天才看到,以为被认定为放弃资格了,感谢大佬 

