cute trick I found in because the texture scaling always bugged me. if you set the "material.mainTextureScale" to a "Vector2" of the local scale multiplied by a base scale unit you can create an instance of that material scaled correctly and tiled.

gives you errors about material leaks though. still looking at how to fix that without using "sharedMaterial" because I don't want to edit the basic material.

Has anyone ever tried testing/ building levels by just running a bunch of bots through them until they hit a minimum statistical survivability?

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