Hi all. I’m hoping a seasoned vet can shed some light
I’m deving a mobile rpg and I’m concerned with keeping performance as fast as possible. My world can essentially be broken down into 4 500x500 terrain objects - They have NO deformation, I am only using terrain for it’s texture painting functionality (painting roads, trails, etc).
I’ve found that Micro Splat (free version of Mega Splat) will atlas 16 textures into a single draw call, which sounds great for my purpose as I was concerned with how Unity adds additional draw calls for textures added after using the initial 4 within the terrain object
I’m wondering if there is a better, performance oriented approach to achieving the same thing, or if I’m worried about something that I shouldn’t be worrying about… IE, instead of using a terrain mesh, import a single quad and paint on that, or is that just over optimizing, etc…
Thanks