Tier 4 Series 303

303B: The Mesh Fabricator

Pilot Record
Student Profile
"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).
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.
Next Mission
The Seed Code