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Question by
Tchort · Nov 28, 2017 at 07:18 AM ·
2doptimizationtilemap
Large Isometric Tilemap Optimisation
G'day, I have a question about optimising a large isometric map in a game I'm building.
At the moment I've created enough tiles to fill the screen and as the camera moves, the tiles offset themselves and swap sprites to whatever tile they're supposed to have in the game world. Is this more or less efficient than pooling tiles when they move offscreen and re-adding them to the world? Have any other tips or suggestions?
Comment
It is generally considered bad practice to have seperate GameObjects for each tile if the amount of tiles reaches a certain threshold. The common way is to procedurally generate mesh chunks with quads for each tile and uv mapping it so the right textures show on the tiles.