check_game_ready
Validate meshes before export by catching errors like inward normals, zero-area faces, and missing materials. Check triangle, object, material, and draw call budgets to confirm game readiness.
Instructions
Pre-export gate. Errors: bad names, unapplied scale, no material, faces without a material (a boolean cutter
without one leaves them), inward normals, zero-area faces, oversized textures, budget overruns (the max_*
limits). Warnings: duplicate suffixes (.001), many material slots, empty material slots, missing UV, n-gons, open
shells, and a mesh that is nearly but not fully symmetric about symmetry_axis: under 10 percent of its vertices
have no mirror partner (plane: the middle of its box, or 0). That is a side broken by an uneven selection; a
silhouette does not show it. symmetry_axis=null skips it. ready is true when there are no errors.
budget_only=true is the cheap budget question at any stage: it only counts tris, objects, materials and estimated
draw calls of names (or all visible meshes) and lists the limits exceeded in over_budget. It also gives
draw_calls_if_instanced: objects that repeat one mesh with the same materials cost one call with GPU instancing;
the hint says when merging them with combine pays off.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| names | No | ||
| max_tris | No | ||
| require_uv | No | ||
| budget_only | No | ||
| max_objects | No | ||
| max_texture | No | ||
| name_pattern | No | ^[A-Za-z0-9_]+$ | |
| max_materials | No | ||
| symmetry_axis | No | X | |
| max_draw_calls | No |