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I want to have multiple colors of car with best performance solution.
I have a car object (one from POLYGON assets). I want to have multiple colors of this car in-game. So in other words, I want to have 10 objects of the same model but with different colors.
Option 1)
I will use multiple textures and all objects will be using different textures. (this approach have two minuses: textures will give some extra size to .apk and setPasses and also draw calls will be increased)
Option 2)
I will use multiple objects with one texture, so all objects will be using the same material and texture. (this approach will also have two minuses: meshes will give some extra size to .apk and also draw calls will be increased)
Is there any other approach to resolve my problem?
Answer by jackmw94 · Mar 19, 2021 at 05:01 PM
Ideally you'll use the same mesh and same material, varying the tint of the material to change the colour. Using the same material is good for static batching, meaning all of the objects using this material will be rendered in a single draw call (I think).
If the current textures have colour already then you can make these greyscale, make them a bit lighter, then add a tint in the material properties. This sounds like a bit of a programmer solution. Although since it's your own game you don't have to be beholden to the polygon artists' original design.