unity3d - Unity procedural TileMap generation without creating gameobject per tile -


i've been searching on internet find efficient way create procedural tilemap without creating gameobject per each tile. there none, or couldn't find it, because don't know how make search it. tilemap tutorials found creating tiles creating hunderds of gameobjects. hierarchy in unity expanding uncontrollably.

i'm pretty sure not "right" way it. after seeing new unity 2d tools supports tilemaps. unity made so, can create tiles in "one" gameobject, not each tile.

how in right way?

given sole task of "creating efficient tilemap", best option create tilemap component manages procedural mesh made of collection of independent quads uvs mapped tile atlas. way draw whole map in 1 drawcall.

you'd need know thing or 2 how meshes work, , texturing. it's simple, , if don't know curious it, catlikecoding's tutos starting point. in tuto each quad on grid shares vertices, you'd want independent quads, texture them properly.


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