Great, really great. I’ve been looking into it, and your engine actually does something interesting: the Common Events automate the global logic. Structurally, I’m not entirely sure how it works internally yet.
I was also checking the wiki:
28: Set the number of materials to “2” in Material Reduction.
29: Assign a texture atlas resolution.
30: “(!) Placing multiple models with large texture sizes on a Bakin map will affect the processing speed of the editor.” Please determine the size you need for your project.
And also this parameter:
float shadowmapScale; // Dynamic resolution of shadow map
Have you already experimented with these kinds of parameters?
Anyway, this is very good news. Just let me know whenever you want, and I’ll test it.
🧡🧡🧡