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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! :)
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.