internal void GenerateColliders(float collisionReductionFactor, List <ICollider> colliders) { var mesh = _meshGenerator.GetMesh(); if (mesh == null) { Logger.Warn($"Primitive {_meshGenerator.name} did not return a mesh for collider generation."); return; } mesh = mesh.Transform(_meshGenerator.GetTransformationMatrix()); var reducedVertices = math.max( (uint)MathF.Pow(mesh.Vertices.Length, MathF.Clamp(1f - collisionReductionFactor, 0f, 1f) * 0.25f + 0.75f), 420u //!! 420 = magic ); if (reducedVertices < mesh.Vertices.Length) { mesh = ComputeReducedMesh(mesh, reducedVertices); } ColliderUtils.GenerateCollidersFromMesh(mesh, _api.GetColliderInfo(), colliders); }