I have 3D tiles which are GameObjects and I want to make sure I’m not destroying framerate with draw calls.
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It seems wasteful for memory to create an entirely different mesh for each identical cube just to change the UVs
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At the same time, my understanding is that using material property blocks (or different materials) for each tile would prevent the SRP batcher from being able to consolidate batches.
Is there a better way? Which of these approaches will be the most efficient for large worlds made out of 3D game object tiles
I estimate probably around 30,000-50,000 tiles in a scene at the most, with 50-100 different kinds of tiles, all are being mapped onto the same cube model