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Static Batching for tile-based terrain

Discussion in 'General Graphics' started by aer0ace, Aug 5, 2020.

  1. aer0ace

    aer0ace

    Joined:
    May 11, 2012
    Posts:
    1,513
    My game has a large two-dimensional array of tiles that comprise the terrain. When the world loads, I do some initial transform manipulation on the tiles (rotation every quarter turn, and then position them in place), and I also do some vertex manipulation to "stitch" vertices (just moving vertices that should be coincident, but not completely merged). As well as apply some Perlin noise on the vertical to add some variety.

    With all of that done just on initialization, can I still apply Static Batching? Can I gain the benefits of this during the actual runtime of the game?