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96ff503fa8
Hull/Canopy/EngineGlowL/EngineGlowR are runtime-baked into one ArrayMesh in _ready via SurfaceTool.append_from, dropping 4 MeshInstance3D children to 1 (Nose/TailFin stay separate, they're retinted per-team). Skipped in headless mode like the goal/arena_boundary visual builds, since physics only cares about CollisionShape3D. All 6 source surfaces (hull, canopy, engine_l x2, engine_r x2) carry distinct materials, so this doesn't literally cut draw calls 6 to 3 as TODO.md assumed — Godot still issues one draw call per surface regardless of node count. The real win is scene-tree/transform overhead, not batching.