Low FPS

Hi people and happy new year!
For a good start of the year I want to resolve an FPS problem so I’m asking you help.
I have a tile grid representing a geographical map. I use a mesh for every tile and each mesh is composed by 4 to 6 triangles.
The map i’m currently experimenting with has about 12k tiles.
Enabling the stats on the game view I see that i have rendered 200k trinagles and 100k vertices and an average of 10 FPS:

What could I try to improve FPS? I don’t need a very high value, but 10 is really bad.
Thank you a lot.
Aurora

framerate in unity it’s just responsiveness, the stats that you really want to keep track on is drawcalls, according to your picture is beyond high, if you are trying to target a standalone you should try to lower it down to at least 1k if you are going for mobile and web has to be around 500 drawcalls. one way to achieve this is making the meshes that has the same maretial to be combines, also maybe they all can use a single texture rather than each one have their own separate material so like a atlas so to speakat the same time after all the cubes are layed out set the to static and do static batching rather than all be dynamic

Thanks foxter888,
I tried to combine my meshes while using a vertex color shader. This is the script:

I found the problem. It’s the 65536 vertices limit for mesh. Solved.