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What size terrain for dynamic terrain loading?
The "terrains" I am using are actually FBX objects with several meshes. So do you just split it into however you want and use dynamic loading? OR since they are fbx is there an easier way? Not sure how it works since they are not actual unity terrains I am working with.
What file size/faces/points/etc should I consider per terrain chunk?
This is an interesting question. I find it a bit odd that there is very little official material about "sizing" of scenes in Unity. I am about to face a similar problem (deciding how big a terrain is too big) and from what I could find so far, it looks like you'll have to deter$$anonymous$$e it by trail and error. Practically the smallest chunk of terrain you want to support should equal the view distance you want to support (if you don't want to experiment with LOD). I partially understand that there is no magical formula, as the upper limit of what the target platform can support is deter$$anonymous$$ed by a myriad of factors from number of polygons in your scenes, to textures, to shaders to lights and on top of that the overall resource-intensiveness of your scripting. $$anonymous$$aybe the best way is to create a single "terrain tile" with an average "density" of gameobjects / actors, and then see how many you can load and support on your platform without lagging? and then decide (as a precaution) to take half of that as your max size?
Seems like there should be a more intuitive way to go about it... But like you've said, trial and error, and that seems the only way I've can seem to find people talking about.
id just like to add terrain in unity is a nightmare no matter how you go about it
either work with unity terrain which affords you convenience in optimizations but is utter crap to code with .
or make your own terrains where you have to constantly worry about optimization and improving it