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iOS pro: Will splitting a large mesh into many dynamically batched meshes hurt my performance?
I'm making a hex tile board game, and presently I'm using one mesh object, which I am generating on the fly whenever a tile needs to be redrawn (if moved, rotated etc) - so the whole mesh is rewritten if one tile is moving, but it's one mesh with no need for batching. However, I'm considering a change to make each tile a separate gameobject with its own mesh. Same material, so dynamic batching should keep the draw calls to one. The advantages as I see them would be:
modifying only a handful of vertices for one tile as opposed to modifying the whole mesh;
Simpler to establish which tile is being clicked on/selected;
easier to code the redrawing of tiles - and no need to modify mesh at all for simply moving tiles - just move transform.
BUT! I'm worried that in a game with 200 or more tiles, even with dynamic batching the performance might be hurt. I know I could simply test this, but to do so would involve a major rewrite of the entire system so before I embark on that I'd like to know if anyone can tell me with authority that performance either definitely will or definitely won't be hurt (too much)...
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