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The 2D navmesh/collision baking from godotengine/godot#69988 should be usable for light occluders as well. |
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During the development of my first (2D) game with Godot, I experienced a large framerate drop with a few Light2D's & many small tiles with a full-tile (square) occluder polygon specified. If either the shadow casting or the occluders are disabled, no framerate drop is present. As a workaround I've manually created a polygon that covers many tiles at once, which provides the same result without the framerate drop - at the cost of manually having to create LightOccluder2D's and their corresponding polygons.
As this is quite tedious, and gets out of sync - especially if the tilemap is changed dynamically - it would be appreciated if either the TileMap or the algorithm used to determine shadows could perform this optimization automatically.
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