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Procedural 2D Tilemap Terrain - Mesh or Unity Tilemaps?
So I've been playing around with procedural 2d terrain generation using the perlin noise generator and found 2 different ways to do it:
- Create a plane mesh with vertices and triangles and painting the texture based on the generated noise map 
- Use Unity's tilemap system and spawn the tiles textures based on the noise map 
I'm using chunks to load the world around the player, so for first method I spawn a bunch of plane objects and activate/deactivate them based on on player location, while for the second I use the SetTiles() method to create the chunks. I have them both working with reasonably similar results, but my main question at this point is which of the two would result in higher efficiency?
I haven't implemented threading yet mainly because I'd like to solidify which method I'm going for first. The end goal is a top-down 2d world much like how Factorio looks:

Would I still be able to get the "connected texture" feel with a mesh? I'd assume so with some additional code/checks, but I'm not entirely sure. Been mulling over this for the past couple days so I figured it was time to get some outside perspective.
Thanks!
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