Post-mortem analysis of a Babylon project

I think when new properties and methods were added to the Mesh class, a decision would need to be made about whether or not they should be handled in the optimize wrapper function, which would need to be updated to handle them.

I’m also worried about implementing it without manually duplicating the API documentation, which I think would basically or entirely be the same for the options parameters as for the wrapped Mesh property or method… :thinking:

Really interesting reading, thank you @brunobg

But I think the process of creating a game with Unity for WebGL is more danger and complex. Just see web portals like Poki/Crazy games and try some Unity games. There are 3-5% of them work good enough, but the rest… Event on my m1 it freezing. Another topic is Unity’s bugs, workarounds…

PS I worked with Unity 3 years.

Hey @brunobg - could I pick your brains about how to set up a persistent multipass buffer please?

I made a thread over here Multiple Persistent Shader Passes - how to?