I am creating a board game based off of one called Acquire designed by Sid Sackson. The game centers around a game board, money, card stock, and 108 tiles.
Currently I have created the code that will generate my 108 tiles and arrange them on the board(don’t have the board modeled yet). I instantiate a generic Tile prefab, locate the mesh objects for that tile model and assign a MeshFilter and mesh to the new prefab for the tile. These objects will remain off the game board until they are placed.
I eventually want to change the boring tiles into actual hotel building pieces… and design enough of them for each hotel chain that they can be sort of modular. That means I might require a different model depending on the hotel chain(and random building style) and any adjacent tiles.
How can I approach this in a manner of keeping draw calls to a minimum? Before I reduced the vertex count of my tiles, I was getting around 110 draw calls for the above image. I reduced the vertex count so Unity would automatically batch them, but I’m trying to plan for the future when my tile pieces might have 500 or more polygons each.
I tried using Mesh.CombineMeshes and having the parent object be responsible for all the geometry, but I ran into issues where it would have some of my geometry missing and it wouldn’t all fit into a single mesh because it was beyond 65000 vertices. What kind of structuring approach can I work with here to allow for much higher detailed tiles(think actual building models) and keep those draw calls very low?
Thanks!