I have models being created and am at the stage we either UV map them or go with solid colors, the artists want to do solid colors because it's faster, however: This is on android This is in VR (Oculus Go) There are dozens of individual buildings and a lot already going on. The map is dynamically generated, cannot lightmap or bake lighting or occlusion (I want to fake it in the texture) I'm inclined to go with small textures, in atlases. From my understanding, using solid colors on something like a building with is going to create a ton of individual objects with individual materials, at a minimum, a building will have 5 or more unique colors. These are also hitting the CPU, far more draw calls, but Unity has gotten a lot better with many draw calls in modern versions. Compared to using a texture, which is stored in memory and accessed by the GPU without touching the CPU? I also feel like the appearance of having occlusion and hopefully some lighting data baked into the texture will be much better, visually. You also get benefits of mip maps? Can anyone provide insight into the better direction if you had the option of which route to go?