got planet 2 rudimentary implementation going. i had a few problems wrapping my head around this particular bit of my old code, due to not having looked at it in almost a year. it could be refactored quite a bit for coherence, but it is working so i opted to stack some more on top. i did clean up a few things and adjust the comments for relevance, in general the whole unlocking process makes more sense to look at and should be ready to go for the next planet this time around also created a building screen for the map so i could generate the geometry proceedurslly to save some space. essentially it’s an additional loading screen with a familiar animated arc as opposed to a bar with percentage. it is rotated through script and the entire hierarchy is faded out through a canvas group and animator the issue if the long delay when executing all the awake callbacks simultaneously was solved by initializing the scene with a coroutine and converting all the procedural functions to return an IEnumerator and frequent yields. the construct mesh function was the old one that gave me some trouble, but the answer was found by the days end. turns out i was trying to yield in the wrong scope and was doing it way too frequently. initially i was using WaitUntilEndOfFrame and all i needed was to return null. another trick i used to reduce unnecessary returns, yet maintain a decent frame rate, was to check if the iteration number was divisible by 8 with the modulus operator in the end, i didn’t get the 30mb i decreased the scene size by, rather around half, but that pleased me well enough for the time being. may still need to shrink some textures to stay under the cap