It takes in consideration only objects with a mesh but since this is an exemple package you can modify it as you see fit or feed drunk penguins with it…
Fixed a missing statement in MergeIslands() and added a progress bar for FilterObjects() since when using it at work we have huge levels. The link stays the same since it’s a sugar sync link that always point to the latest version
In physics, in order to speed the detection of wich objects must interact with other objects, you group them in “islands”. When a physic object bounce on another one, the “island” is woke up and the other objects in the scene are ignored. You build it once at startup, then discreet / single opertaions are performed over the life span of the game. In my case, i used it as a part of a tool to build automatically rooms in some levels because the game designers told us they wont have time to put them in the scenes by hand ( i need them so that the player can automatically navigate from one scene to another, while still finding its path when required to go by mazes (isolated - non connected rooms).