Hi there! I’m trying to build a sort of “floating island” design, each separated inside small scenes. I’d like to use Terrain, and have fairly small terrains - 300x300 would be huge.
However when I set this up, it appears that the terrain gets split up into very tiny patches – I’d say probably… 5 meters squared or less, perhaps. this also means that my detail meshes aren’t getting batched correctly because they’re being split by the terrain batches. it also means that my terrain its self is being split into a huge amount of draw calls.
is there something that can be done about any of this? I’m exploring actually ripping all of the terrain details out and batching them manually using DrawInstanced but I’d rather not created a bloated pipeline if I can avoid it. Even so, the terrain its self would still be using an absurd number of draw calls.