I'm working on a semi-voxel game, and I already optimized the voxel structures' meshes by combining and chunking them.
When I destroy a voxel, I spawn a low poly voxel fragment, with a rigidbody and a collider. And then I add an explosion force.
Even if I turn off rigidbodies when they stop moving, or disable overall physics, the amount of separate meshes to render causes a huge fps loss after a few destroyed voxels.
How could I achieve permanent rubbles?