口号都出来了,“氪金使你强大”

:)) Paid for it.
Aha! If you have any usage issues, feel free to DM me or leave a public comment here.
v1.0.6 更新 已上线 商店地址
- 新增细分前阈值参数和细分时最小距离阈值参数
- 新增uv横向流动参数
以下管道效果是加入简单IK模拟计算控制点后使用CurveTexture渲染
sodafill
- 优化uv模式中的length0_1模式
- 新增CurveTexture和MeshSprite的纯2D的Assembler实现.
Where is 1.0.6 version?
Under review。
It is expected to be launched tomorrow after approval.
It has been approved and launched. v1.0.6
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. 



