/// <summary>
        /// Creates mesh and material for this enemy.
        /// </summary>
        /// <param name="dfUnity">DaggerfallUnity singleton. Required for content readers and settings.</param>
        /// <param name="archive">Texture archive index derived from type and gender.</param>
        private void AssignMeshAndMaterial(DaggerfallUnity dfUnity, int archive)
        {
            // Get mesh filter
            if (meshFilter == null)
            {
                meshFilter = GetComponent <MeshFilter>();
            }

            // Vertices for a 1x1 unit quad
            // This is scaled to correct size depending on facing and orientation
            float hx = 0.5f, hy = 0.5f;

            Vector3[] vertices = new Vector3[4];
            vertices[0] = new Vector3(hx, hy, 0);
            vertices[1] = new Vector3(-hx, hy, 0);
            vertices[2] = new Vector3(hx, -hy, 0);
            vertices[3] = new Vector3(-hx, -hy, 0);

            // Indices
            int[] indices = new int[6]
            {
                0, 1, 2,
                3, 2, 1,
            };

            // Normals
            Vector3 normal = Vector3.Normalize(Vector3.up + Vector3.forward);

            Vector3[] normals = new Vector3[4];
            normals[0] = normal;
            normals[1] = normal;
            normals[2] = normal;
            normals[3] = normal;

            // Create mesh
            Mesh mesh = new Mesh();

            mesh.name      = string.Format("MobileEnemyMesh");
            mesh.vertices  = vertices;
            mesh.triangles = indices;
            mesh.normals   = normals;

            // Assign mesh
            meshFilter.sharedMesh = mesh;

            // Create material
            Material material = TextureReplacement.GetMobileBillboardMaterial(archive, GetComponent <MeshFilter>(), ref summary.ImportedTextures) ??
                                dfUnity.MaterialReader.GetMaterialAtlas(
                archive,
                0,
                4,
                1024,
                out summary.AtlasRects,
                out summary.AtlasIndices,
                4,
                true,
                0,
                false,
                true);

            // Set new enemy material
            GetComponent <MeshRenderer>().sharedMaterial = material;
        }
        /// <summary>
        /// Creates mesh and material for this enemy.
        /// </summary>
        /// <param name="dfUnity">DaggerfallUnity singleton. Required for content readers and settings.</param>
        /// <param name="archive">Texture archive index derived from type and gender.</param>
        private void AssignMeshAndMaterial(DaggerfallUnity dfUnity, int archive)
        {
            // Get mesh filter
            if (meshFilter == null)
            {
                meshFilter = GetComponent <MeshFilter>();
            }

            // Vertices for a 1x1 unit quad
            // This is scaled to correct size depending on facing and orientation
            float hx = 0.5f, hy = 0.5f;

            Vector3[] vertices = new Vector3[4];
            vertices[0] = new Vector3(hx, hy, 0);
            vertices[1] = new Vector3(-hx, hy, 0);
            vertices[2] = new Vector3(hx, -hy, 0);
            vertices[3] = new Vector3(-hx, -hy, 0);

            // Indices
            int[] indices = new int[6]
            {
                0, 1, 2,
                3, 2, 1,
            };

            // Normals
            Vector3 normal = Vector3.Normalize(Vector3.up + Vector3.forward);

            Vector3[] normals = new Vector3[4];
            normals[0] = normal;
            normals[1] = normal;
            normals[2] = normal;
            normals[3] = normal;

            // Create mesh
            Mesh mesh = new Mesh();

            mesh.name      = string.Format("MobileEnemyMesh");
            mesh.vertices  = vertices;
            mesh.triangles = indices;
            mesh.normals   = normals;

            // Assign mesh
            meshFilter.sharedMesh = mesh;

            // Create material
            Material material = TextureReplacement.GetMobileBillboardMaterial(archive, GetComponent <MeshFilter>(), ref summary.ImportedTextures) ??
                                dfUnity.MaterialReader.GetMaterialAtlas(
                archive,
                0,
                4,
                1024,
                out summary.AtlasRects,
                out summary.AtlasIndices,
                4,
                true,
                0,
                false,
                true);

            // Update cached record values in case of non-classic texture
            if (summary.RecordSizes == null || summary.RecordSizes.Length == 0)
            {
                if (summary.ImportedTextures.Albedo != null && summary.ImportedTextures.Albedo.Length > 0)
                {
                    int recordCount = summary.ImportedTextures.Albedo.Length;

                    // Cache size and scale for each record
                    summary.RecordSizes  = new Vector2[recordCount];
                    summary.RecordFrames = new int[recordCount];
                    for (int i = 0; i < recordCount; i++)
                    {
                        // Get size and scale of this texture
                        Texture2D firstFrame = summary.ImportedTextures.Albedo[i][0];

                        Vector2 size = new Vector2(firstFrame.width, firstFrame.height);

                        // Set optional scale
                        TextureReplacement.SetBillboardScale(archive, i, ref size);

                        // Store final size and frame count
                        summary.RecordSizes[i]  = size * MeshReader.GlobalScale;
                        summary.RecordFrames[i] = summary.ImportedTextures.Albedo[i].Length;
                    }
                }
                else
                {
                    Debug.LogError($"Texture archive {archive} has no valid records");
                }
            }

            // Set new enemy material
            GetComponent <MeshRenderer>().sharedMaterial = material;
        }