Low Poly, LOTS of objects : Optimization

Hey guys,

I actually don’t have any issues yet, but essentially my game is low poly, huge (but not infinite) world, and non-procedural generation. All the plants in the whole game grow and die - the logic for all that has been pretty well optimized so I’m not too worried about that. My knowledge lacks in graphics - so my basic question is - what things should I do to optimize graphics-wise all these prefab forests? My first thought is link all of it up to a chunk system and disable the renders when they are too far from a camera. I’ve heard there’s ways you can make the materials/textures perform better - for example all of my models right now have multiple materials of just solid colors (like a brown material for a trunk and a green material for the leaves) - should I UV unwrap my models and make these materials just a texture? It seems like overkill since I don’t actually need a texture (I just have solid colors) (PS I would love to not have to UV unwrap all my models). I don’t want to do light mapping - I have a day night cycle that moves a directional light around the sky (but if light mapping is the golden ticket let me know). Just shoot me any ideas on how to optimize this huge amount of prefabs. Thanks!

Solid non-texture colors is best displayed with vertex colors. Right? No UVs needed.