I made a voxel based terrain out of normal cubes. The problem is the performance, I have about 2.5M verts…
Is there a way to only render the visible sides of the cubes to improve performance?
Full cubes are not suitable for a voxel implementation. Having individual gameobjects per-cell is also not suitable. That’s absolutely not an acceptable approach to voxels.
I suggest conducting a great deal of research on the subject before investing more time. There’s a wealth of information on this subject, particularly since the “Minecraft clone” craze. You can’t throw a rock in the game development community without hitting an article about a proper voxel implementation.