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Question by Link0n3 · Jan 25, 2016 at 10:28 AM · unity 5instantiateterrainrenderingdrawcalls

How to handle multiple terrains?

Dear community,

I am building a game in which the player will be teleported over a series of different terrains. Every terrain will have an area of 2.5km x 2.5km and I need in total 32 of them (no procedurally generation).

At the moment I am just thinking to put all of them in one scene and rely on the far clip plane of the camera to avoid useless draw calls. Another option could be instantiate them when I need them, but I guess that could be very expensive.

What could be an optimal way to handle this?

I really appreciate your help,

Best regards,

Andrea

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