Youāre almost there! Each slice should actually be its own separate prefab rather than being parented to a single prefab. So if youāre slices are āTerrain_1_1,ā āTerrain_1_2,ā etc., there should be 16 separate prefabs in the resouces folder. I will update the steps to make this clearer.
Also, (and this will only work in Unity 4.x), you should make sure all the prefabs are in a disabled state.
The World Grid can be placed anywhere. Itās probably not a good idea to place it in the resources folder, however, because placing it there will mean it is always included with your project build, even if later you decide not to use. Once you add the WorldGrid to your Dynamic Loading Configuration Form component in the inspector, it will be included in your build automatically, so thereās no need to place it in the resources folder.
The resources folder is only for assets which are not referenced by one of the components in the scene. Unity tries to only include assets in your build that are actually used in your game, which means it will only include an asset if it is referenced by some component in a scene that is included in the build.
Sometimes, however, you may have an asset which is not referenced directly, but you still plan to make use of during your game (ex: a texture which will only be assigned to a programmatically created material). Our terrain slices are such assets, as we donāt reference them anywhere directly, but still plan on using them. Resources folder to the rescue! Any asset in a folder called Resources (you can have multiple Resources folders) will always be included with the build.
Hopefully that clears up some of the mystery surrounding why we need to use the Resources folder in the first place!
As for the performance, that does not seem quite right. Did you remove the pre-sliced terrain from your scene (make a prefab backup for it before deleting)? Each terrain has its own performance overhead, so thereās a chance the performance would degrade with slices rather than a single terrain, depending on each individual users project. Once you get the dynamic loading up and running, please let me know if the performance improves.
If not, maybe you can send me a copy of your project that only includes the terrain you are slicing (along with any assets it uses)? You can delete everything else from it except for the TerrainSlicing folder. Just duplicate your project folder, then open the new project in Unity and delete all the unrealted stuff. Then zip (or 7zip) it up and send it to the email listed in my previous post.
Thanks and good luck!