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How do I optimize loads of quads generated as a Tile map for my procedurally generated tileSet?
So I tried to combine them into a mesh using CombineInstance[] combine1 = new CombineInstance[capacidad]; but it will give me the error that the mesh has too many vertices, as I have 60000 quads. I tried to combine it in several meshes but then I keep getting index errors any easy way of doing this? now my fps are ok but as soon as I zoom out a bit with my camera the amount of batches get to around 1000 thank you for you help! edit: ok Im going to try to create an array of textures pack them and the aply them to a plane , but unity freezes... Texture2D texturasCombinadas=new Texture2D(2410,2410); Rect[]rectangulos = texturasCombinadas.PackTextures (texturasPlaneta, 0, 2410); planoParaTexturas.GetComponent ().material.mainTexture = texturasCombinadas;
Say ou want to have 100x100 tiles, with each tile being 1 Unity unit long and wide. Each tile has four vertices. That's already 40k vertices. You have divide the mesh into smaller chunks. Let's say that each chunk consists of 10x10 tiles, which whould give you 10x10 chunks = 100 chunks, a.k.a. 100 seperate GameObjects. Don't think about instantiating Unity primitives, ins$$anonymous$$d read up on procedural mesh generation and do it all by code without using mesh combine .
Thank you I'll check that out lately I'm trying to use a sprite renderer ins$$anonymous$$d of mesh and thinking as well to use render texture to crea$$anonymous$$ snapshot
the problem with instanciating chunks of meshes is how do I apply the procedurally generated tiled texture terraria style for example
Answer by Pnvanol · Oct 22, 2016 at 10:08 AM
Ok I found the solution, using sprite packer reduced the batches to three... https://www.youtube.com/watch?v=Pj8Y48ecBZY
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