Procedural Geometry and Procedural Textures

I have a series of stacked cubes that create walls, the cubes are different models and textures, theres a few different kinds randomly placed in the walls.

I want to create a low poly version of this wall, My plan is to create a box by finding the bounding box of all the meshes.

Then I’m kinda stumped at the best way of texturing the box sides or planes with the correct textures… I’m guessing I’ll need to create and use an atlas at some level to construct a new texture?

any thoughts?

so I’m attempting the first part of this by just adding a new box collider to the parent object of the wall, this parent contains some cubes forming a larger rectangle.

I’ve got the collider creating fine using encapsulate, BUT when I switch the collider center so that it’s positioned on the child objects correctly, it messes up other colliders and my fps controller falls through a cube not related to these operations at all, whats going on?

fixed this… I was attempting to add a collider at a center that was NAN, for some reason this wrecked havoc on other colliders, I guess it messed up the collider data structure.