Hello,
I have been becoming extremely confused trying to figure this out.
I am creating a very simple platformer game in which I want the differently sized platforms to be textured with equally sized square tiles.
I use blender to create the platforms and map the uvs,
I have found multiple methods that achieves this task but I am not sure which one is the best/better optimized.
- Create a new material for each differently sized platform. Each platform will have 1 material each that is tiled appropriately. I understand that the more materials that are being used, the more ‘draw calls’ are being performed. But with a simple platformer game, would I ever come close to making too many draw calls? I would also have a lot more game objects due to the necessity of applying a material to each object. How many materials/ game objects is considered too many?
- Create same-sized faces within blender and apply a 1x1 material to each face. This will increase the amount of vertices I use dramatically. For instance, a 10x10 platform will use ~176 vertices rather than 8 in method 1. Unfortunately, this takes much longer than the first method.
- Scale uv faces greater than the texture to tile appropriately Within Blender, grab each face and scale larger than the actual 1x1 texture to cause tiling. For example, scale a 5x5 face five times larger than the 1x1 texture and align appropriately. I fear that this is the best method of them all in terms of game optimization since only a 1x1 material is needed and reduces the number of vertices greatly. This seems miserably slow when I could have many different sized faces and have to go through and scale/position the uv map properly.
I am hoping there is an easier way that I have not discovered but since this is my first game I am creating in unity/blender, I am unaware of how extensive each of these methods are. (Whats considered too many vertices, materials being called, etc.)
Thank you for any sort of help!