I am trying to build a strategy game based on hexagonal maps. Most hexagonal grids I found are based on the logic of tiling and instantiating single-hex-prefabs into a pattern to form the hexagonal gameboard. This seems to me like a waste of resources ? 20x20 grid would give me 400 GameObjects, which I think is silly ?
Another way people mention would be to use light cookie projectors. How would I go about dynamically coloring individual tiles when I want to show a path, or border ? I’d have to render the cookie texture procedurally ? Is this difficult + slow ?
And the final idea I found would be to procedurally create hex-planes ( let’s say 20x20 ) and then stich the planes together to form a large map. 20x20 would be one single mesh - seems to me like a really optimized draw-call method. But I am totally confused about texturing individual hexes in such a mesh ? How would I dynamically change colors of a single hex , or hide/show individual hexes in such a single mesh ?
So my question is: Are there more methods that I don’t know about ? What would be the most efficient - most mobile-friendly way of creating a hexagonal grid ?