Generate Procedural Mesh

We found that 32x32 points tiles (1m distance between points) gave us good compromise. One thing to consider – if you don’t need collision, make sure to untick ‘Create Collision’ from ‘Create Mesh Section’ node. You could test heightmap (much faster) based on your spaceship location, instead of colliding and having to create collision for each tile.

LOD Transition – you’ll either have to find a way to seam the tiles better, or create ‘skirts’ – another commonly used approach to hide. Third way would be to have overlap where both LOD0 and LOD1 are rendered in the same space. Regardless of what you’ve done with LOD0 collision, LOD1,2, etc certainly don’t need it.

When creating ProcMesh, roughly half of the time is spent in creating mesh itself, and half in preparing it for collision.

If performance is issue, consider moving everything to C++