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MOBA Style map for Mobile?
Hi There,
I'm trying to work out a good practice for creating a MOBA style map for a mobile game.
Mainly, what are some good techniques for the actual ground itself. Should I split the map up into sections, texture them and then assemble these sections in Unity? If so, are there some guidelines I should follow to help save some time in the future with optimisation?
Any insight would be great!
Thanks
Answer by Firedan1176 · Mar 29, 2018 at 05:58 PM
If this is a 2D game and sprites are fine with you, certainly use sprites to generate your ground. I haven't tried the terrain for 2D, but I'm sure the texture tools would work how you want in that case.
For mobile games, you are certainly limited by CPU. So rendering large chunks of a map would be very intensive. I would certainly focus on keeping chunks of your map small, but that will be completely based on performance testing.
Answer by MichiealO · Apr 28, 2018 at 03:47 PM
Unity Terrains are heck on mobile devices. The solution that I came up with was LOD grouping primitives and assembling them as the terrain for one of my mobile games. The best solution I came up with, if you don't mind a flat, textured terrain was to use a quad and layering the terrain textures in an art program (using the alpha channel to mix them there) and then assigning the result to the quad. It sped up the program a million-fold, and the game went from a hand warmer to something that people wanted to play.
HI There, appologies for the late reply!
I was wondering if you could go into a bit more detail regarding the layering of the textures in an art program?
From my understanding do you mean having one single mesh with just one material applied using one texture? if so wont this mean I have to load a giant texture to get the level of detail i will need for the ground?
The type of look i'm going for is something comparable to that of league of legends, in that there are a wide verity of layered textures used to create the ground.
Been trying to figure this out now for quite a while and just cant seem to find a solid solution for it.
Any more info you have would be greatly appreciated!
All the best.