Performance: many materials vs. TextureMap

I have a performance-related question:
I have a level with really a lot of signs. Now I have to decide what’s better, performace-wise: using a textureMap with all the sign-pictures on it and mapping it on the uvs (=1 material) of the sign-objects or using individual textures which means that I’ll have a lot of materials.

I don’t know how Unity handles textures. It’s a huge level, so if the textures are loaded when they are needed (I’ll use occlusion culling), I guess that would be better than having a big rendermap texture loaded in memory?

thnx in advance! :slight_smile:

Hard to say. If you know that only one of these signs is going to be visible at a time, then load the texture for sign on demand. If lots of signs are visible, then use the texture atlas.

Thanks! That helps! :slight_smile: