When making holes for a golf game, the decomposition geometry is all screwed up when I created the hole with CSG (negating a cylinder). I’m wondering what the most efficient way would be to create a hole with an accurate enough hitbox (efficient meaning is there any other way without creating a bunch of smaller parts?).
You can have either very small number of instances (in this case, a single Union), OR you can have an accurate hitbox. You cannot have both (right now), unfortunately. You’re going to have to go the Parts route
If you like the look you get with the union, you can always set the actual geometry to non collide and create invisible geometry parts around the hole for collision.
Unfortunately, I think the best way to make an accurate collision is to create the collision with blocks.
I’ve encountered this issue on one of my projects so what I did is I made the outline of the holes with parts, and then, I filled the floor with parts. The imperfections are hidden by the outlines. Then I unioned the floor so it seems like one part.
(In this example I used the Plugins MeshPatch ability.)
That’s if you want EXACT mesh collision, and this process can be time-consuming if you are not bulk importing your meshes.