@reveriejake Attempting to test stuff by prepping a debug room but workflow wise: 10 points as a recommended per obstructor is pretty low; even a fairly simple room of debug tilemapping has at least 25~ unless I want to have 5 obstructors per tilemap chunk, and some tilemaps depending on the scene can have up to 20 chunks! It begins to get a little unmanageable without the mesh collider option, as every time I want to do a minor change to the level I'd need to find and edit the obstructor as well. Maybe a small tool for refreshing the obstructor's shape and points to somewhat match the colliders of the mesh object that they're connected to would be a good idea, so each point doesn't need to be painstakingly placed by hand. Further down the road, that is. I seem to remember tests with 3.0 working okay with mesh colliders; was the performance simply too low/incompatible with the new culling? (I do like the normals showing up on the obstructor lines) I'll toss you a video on skype of how I'm applying all the effects. It's looking pretty sweet.