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Question by Rastaf · Oct 14, 2011 at 08:56 PM · textureperformancematerials

Performance: many materials vs. TextureMap

I have a performance-related question: I have a level with really a lot of signs. Now I have to decide what's better, performace-wise: using a textureMap with all the sign-pictures on it and mapping it on the uvs (=1 material) of the sign-objects or using individual textures which means that I'll have a lot of materials.

I don't know how Unity handles textures. It's a huge level, so if the textures are loaded when they are needed (I'll use occlusion culling), I guess that would be better than having a big rendermap texture loaded in memory?

thnx in advance! :)

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Answer by Graham-Dunnett · Oct 14, 2011 at 09:02 PM

Hard to say. If you know that only one of these signs is going to be visible at a time, then load the texture for sign on demand. If lots of signs are visible, then use the texture atlas.

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Answer by Rastaf · Oct 15, 2011 at 11:50 AM

Thanks! That helps! :)

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