The Mesh LOD proxy box rendered flat gray instead of the car's color. It was being given a shared material tinted via Material.color (the legacy _Color property), which URP ignores in favor of _BaseColor, and a single shared material cannot match each car anyway. Reuse the car's own material so the box matches its color again. Also destroy the proxy box mesh when tearing down or refreshing a car's LOD (the GameObject was destroyed but the Mesh leaked until scene unload), and prune dead weak-refs from the tracked-car list periodically so it cannot grow unbounded across a long session. Fix a stale comment in PhysicsTimer that still referenced PhysicsOverlayGUI after the overlay moved to the Profiler module. |
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| .. | ||
| Core | ||
| Modules | ||
| Main.cs | ||
| S3.csproj | ||