I was beginning to plan and work on a very, very low-res FPS (couple hundred polys drawn on screen at once, max), and I ran into a possible concern. When designing levels, it seems to be quite impossible to create corners in walls where there’s no visible seam in game. The only solution I could think of would be to just make the walls just one big connected model vs. many smaller plans placed close to each other.
That assures there will be no seam, but I have concerns with the physics and rendering. I assume if I have the entire level as one giant model, unity will be able to only draw the parts that are near the player. My main concern is that if I make levels just one big model (mostly) and add a mesh collider, it could slow the game down.
Any advice on what to do?