I’m working on a 2.5D platformer and I’m thinking of a few different ways to tile walls etc.I have a set of basic tileable mesh prefabs and had an idea, but I’m not sure if it will affect performance.
My idea is to create an extension that will allow me to select vertices on the prefab and configure each of them to tile or stretch - then apply this “configured mesh” to another object (eg: a cube) to procedurally generate a single mesh that takes on the features of the original mesh.
I’ve attached a couple of example mockups:
My question is how much will this affect performance compared to tiling them manually, assuming that my level will be made up of a number of different sized boxes. I’ve been reading up about dynamic batching (and less draw calls), so I am assuming that the procedural meshes won’t be able to be batched - is this worth worrying about for a 2.5D platformer with low-detail models?