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Question by Kelath · May 13, 2017 at 05:15 PM · materialsassetstilemapprocedural meshchunks

procedural mesh using tile assets

First some background: I'm creating a large chunk based tile map that is procedurally generated. Each chunk is roughly 32x32 hex tiles with various heights. All is good in the land of basic procedurally generated maps. Here is what it looks like:

alt text

However I want the world map to look more professional then that, so I bought some example assets in the asset store to attempt to utilize, here is what they look like:

Awesome tile assets

Now the advantage of using procedurally created chunks for the map means that each chunk is a single game object which is great for performance, what not. However the tile asset prefabs are gameobjects and I'd imagine later when I have custom tiles made they will come the same way, material + mesh and sample prefabs of them mixed together.

So my question is how can I continue to create single GO chunks utilizing the mesh and materials from the assets, I seem to only find answers for either doing simple procedural maps or maps made up of individual GO tiles, but I'd imagine there is a way, maybe...

Thanks in advance for any insights!

EDIT: I think I am going to attempt to see if I can merge the meshes from the different objects and utilize a texture atlas. I'll update my question with what I find out.

tileexamples.jpg (18.9 kB)
hexchunkmap.jpg (80.1 kB)
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