Poly's... don't know where to begin..

Ok, so here is my delima, I need to procedularly create walls, floors ceilings, doors, basically one sided poly’s (if that is even the right word) and apply a texture to it, so without using a modeling tool to build a hallway per say, I know my hall segments stats already, I know what is supposed to be in that cell segment of the hall, the hall could be 10 cell sements long with each cell segment set to 10 feet wide by 10 feet tall, in this segment, I need to create, walls, ceiling, in code…

Now, I thought about simply creating prefabs and seeds (egos) that represent each cell and parent new instansiated objects to the seed for that cell, problem is, a door would need to be two planes to reduce the amount of poly count that a cube makes, the plane would need to be flipped since a texture can only be applied to one side, and physics would need to be removed since it is only a graphical item without collision.

Well, not sure if I am asking of a simple script way to do this or if I am asking for advice on best practices for this. My map system totally randomizes the world, the town and the dungeons, I have a 2d representation of all of it in flat files with numbers, letters, symbols, all representing different things, so now I am going to read all of that in and build a 3d world dynamically as the player approaches something, it should get built as they approach and what is out of scope would get destroyed.

So taking this one step at a time, I figured starting out with a single cell of an object read from my array of objects would be the best place to start, the question now then is back to my first thought, dynamically build the cell via script of poly’s and then attach skins, or… create prefabs and glue them all together as needed…

so confused…

I’d go with the prefabs being picked depending on whats next to them and stuff, like the php random dungeon generators, same principal.

As for one sided textures, you can use the backface culling and such, to give a material two sides on a polygon, but it’ll still just be the same texture.