Hey – quick note, if you try to use the recast generator on meshes which have negative scales (our artists use this a lot to generate mirrored variants of meshes/rooms), the generator doesn’t work right. Fixing it is pretty simple, something like this in Voxelize.CollectMeshes:
` Vector3 scale = filter.transform.lossyScale;
float scaleParity = 1;
if (scale.x < 0) scaleParity *= -1;
if (scale.y < 0) scaleParity *= -1;
if (scale.z < 0) scaleParity *= -1;
if (scaleParity < 0)
{
// Swap two indices to change winding order.
for (int q = 0; q < ts.Length; q += 3) {
int tmp = ts[q + 0];
ts[q + 0] = ts[q + 1];
ts[q + 1] = tmp;
}
}`