SpriteRenderer and a tilemap

Hey!

I would like to create my level out of tiles with different properties (Different Sprites, triggers and so on)
However i would like to know if there’s a way to optimise rendering. If i have a SpriteRenderer for each tile it
could pile up pretty quick.
Is there something like for meshes where you can combine them to save drawcalls?
Or shouldnt i worry about it, because theres no huge impact on it?

Side question:
Could you point me into a direction on how to create a nice terrain like (with heightmap) 2D sprite programatically.
Like if you change a height value the hill comes down a bit for example?

Sprites that use the same texture are combined automatically. If you give sprites a packing tag, then they are packed into an atlas automatically (or more than one atlas if you use different packing tags) which further reduces draw calls, although apparently auto-atlas generation is Pro-only, though I’m not sure.

–Eric

Thanks for the information Eric!