Tiles in retro RPG. Many small, a few big or some medium sized "chunks"?

I’m making an old school style RPG (Like this) and I was just wondering how I should make the terrain texture. The example above has a different object for every tile in the game. I would think this could cause a lot of lag but I don’t really know much about this :slight_smile: I was thinking the best way to do this would be to have planes of 32*32 (or something like that) tiles textured with 1 image and then use Occlusion Ucilling. I would need a lot of separate textures but still…

What would be the best way to do this? My idea, 1x1 tiles or something else?
Sorry if the post is a bit messy… Still new to Unity Answers :slight_smile:

Since i can’t seem to make Laderns comment an answer, here it is:

You would want a lot of textures as base for the tiles, but you would NOT want each object using different textures if you can manage it. You would want to combine the textures into an atlas, use uv maps so each different tile knows it’s graphic placement on the atlas and batch those babies.

As others said, you want to batch as much of the tiles as you can, the fewer draw calls the better.