Tier 4
Series 303
303B: The Mesh Fabricator
"A Navigator doesn't just fly over the ground; sometimes they have to build the runway. Manipulating the "DNA" of a 3D model (Vertices and Triangles) allows you to create any shape imaginable at runtime."
The Concept: Procedural Meshes
A 3D model in Unity is just three arrays:
* **Vertices:** Where the points are (Vector3).
* **Triangles:** How to connect the dots (int).
* **UVs:** How to wrap the texture (Vector2).
* **Vertices:** Where the points are (Vector3).
* **Triangles:** How to connect the dots (int).
* **UVs:** How to wrap the texture (Vector2).
Red Flag Detected
The AI Trap: "The High-Poly Crash"
You ask the AI: "Generate a plane mesh with code."
// AI-Generated Code: Inefficient Loops
void Start() {
Mesh mesh = new Mesh();
// Audit Fail: AI often forgets to optimize index buffers
// or creates duplicate vertices, doubling memory usage.
List<Vector3> verts = new List<Vector3>();
...
}
This is "Geometry Bloat." Poorly constructed procedural meshes consume 3x the memory needed and tear textures at the seams.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Optimized Geometry mesh.vertices = vertices; // Vector3[] mesh.triangles = tris; // int[] mesh.RecalculateNormals(); // Fix lighting instantly
Your Pilot Command
> A skilled Navigator directs the AI to manage the Vertex Budget.