PC Building Simulator 2 (PCBS2) was the first game I worked on professionally and allowed me to gain experience working in a large Unity code base.
My primary contribution to PCBS2 was water pipe pathing. Previously the system was very rudimentary and failed to find more complex paths that would route through a pc case. Instead, I decided to implement a system that would voxelize the mesh inside the case and use 3D path finding instead.
In order for the voxelization to be performant at runtime, I create a compute shader to perform the voxelizing. However, this still was quite slow as some of the mesh had a lot of geometry. To fix this, I set up a workflow that ran a mesh through a convex decomposition algorithm and product a simpler version of the mesh which maintained the same shape.
For the pathfinding I learned and then implemented 3D A* pathfinding. To achieve improvement performance for the pathfinding, I moved the algorithm to use the burst compiler in Unity. This resulted in a vast performance improvement which allowed for realtime pathfinding.
My other contributions to the project were adding the text adventure mini-game and primarily bug fixes due to proximity to releasing.