Hello Folks,
I just started learning Unity so I apologies in advance for my question
I am working on a self project in which I am wanted to create a world map that consists of counties, provinces, and cities. All cities are connected with a line that represent a road where a player can move only on this road.
I am aiming to create something like the attached image.
My questions are:
what are the best way to create lines? do I create ONE game object that contains all roads in the map? or do create multiple game objects, each of which have it own lines renderer such that each game object represent a road between two nodes. is using a line renderer the right way?
Also, how do I design the map? In the map you see in the attached picture is. each province is clickable, when you click a province, it get high lighted.
Any direction, or advice, will be appreciated

stuff like this is made in photoshop in separate sprites one for each region, the roads too, each road is a different sprite
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If the roads are static and won’t be changing during the game, you might want to do like what @flasker said and go with sprites that you’ve already prepared in advance.
For highlights, you may want to look either into shadergraph for that
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Interesting!! Thanks a lot guys, that is a direction I can explore
H
I have more to follow up questions 
Let us image this scenario, City A have a road to City B and City B to City C. Deployed units need to go from City A to C.
How do I make sure that these units are moving within the road from A to B to C.
In the picture I posted in my previous post, you can see that there are multiple cities and from each city, there are multiple roads.
I need to construct a map that is much larger than the above (world map) in which I am going to have hundreds of these roads. Units moving within these roads must move by selecting the fasted route.
I am imaging that I need some sort a hidden grid that my game client can use to calculate fastest path, but how do I implement this hidden grid knowing that it is not a uniform grid.
The Astar path algorithm operates on a graph, doesn’t care about the shape of it.
Any pathfinding or graph traversal tutorial will give you what you need.
I use this for visuals in the scene window:
https://gist.github.com/kurtdekker/c2246d3780b93fe4e023695eb947e85d
You would need to use something in-game, such as LineRenderer, or custom-created 3D geometry.