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(+1)

I modeled the level geometry in blender all together but I broke it up into large chunks rather than exporting it as one gltf in order to make it easier to edit.

So like the lake floor is its own mesh instance separate from the lake walls/terrain. And the 2 large city blocks are also individual mesh instances, and all of the geometry except the fish uses simple tiling textures.

I see ! Thanks a lot for the response cause i’ve struggled to see any explanations / tutorials for good practice on level design with the engine, and i’ve had issues with large levels and navmesh so i figure asking fellow Godot users could help shed some light on that issue :)