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Server-side host frame budget was dominated by wildlife AI ticks (every loaded chunk could spawn many animals across multiple species) and client GPU by forest density that also occluded the player. ChunkWildlifeManager (server-authoritative spawn path): - New `_chunkSpawnSpacing` (SerializeField, Min(1), default 3): wildlife now only spawns on a chunk lattice where (X mod N == 0 AND Z mod N == 0). Default leaves 2 empty chunks between spawning chunks -> ~1/9 of the world spawns wildlife. Non-spawning chunks cache an empty list so Activate/Deactivate/Despawn bookkeeping stays cheap. - Negative-coord-safe lattice math: ((c % spacing) + spacing) % spacing. - Replaced the 8-attempt multi-species weighted loop with a single weighted pick per spawning chunk -> one species per chunk, then a pack of `clamp(MinPackSize, 1, MaxPerChunk)` animals. Explicit last-entry fallback for the weighted pick so a zero-weight entry can never be a silent default. - Added [Min] guards to the radius/interval fields to prevent a server misconfiguration from triggering quadratic chunk-set explosions. ForestBiomePrefabs.asset: - TreeSpacing 6 -> 9 (~44% fewer trees; Poisson density ~ 1/spacing^2). Reduces draw cost, NavMesh-bake collider rasterization cost, and player-camera occlusion. Secondary knobs (DensityNoiseThreshold, DensityNoiseContrast) remain unchanged; tune from the SO if more clearings are desired without further reducing TreeSpacing. Compiles clean via local Unity batch (exit 0, no error CS). /review PASS, /security-audit SECURE. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| CICD.md | ||
| CLAUDE.md | ||
| DEVELOPMENT.md | ||
| EpochFall.md | ||
| EpochFall.slnx | ||