Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question 3D tilemap in with texture atlas in URP: Better to use tiling parameters or different UVs?

Discussion in 'Universal Render Pipeline' started by gwelkind, Aug 27, 2022.

  1. gwelkind

    gwelkind

    Joined:
    Sep 16, 2015
    Posts:
    65
    I have 3D tiles which are GameObjects and I want to make sure I'm not destroying framerate with draw calls.
    • It seems wasteful for memory to create an entirely different mesh for each identical cube just to change the UVs
    • At the same time, my understanding is that using material property blocks (or different materials) for each tile would prevent the SRP batcher from being able to consolidate batches.
    Is there a better way? Which of these approaches will be the most efficient for large worlds made out of 3D game object tiles

    I estimate probably around 30,000-50,000 tiles in a scene at the most, with 50-100 different kinds of tiles, all are being mapped onto the same cube model
     
  2. bnmguy

    bnmguy

    Joined:
    Oct 31, 2020
    Posts:
    125
    Have you tried vertex color to map the different textures?
     
  3. gwelkind

    gwelkind

    Joined:
    Sep 16, 2015
    Posts:
    65
    Can you explain more about what you mean by this?

    This would still involve creating a new mesh for each tile type, right? So in what way would it be an improvement over UVs?