Hex Map 5: Larger Maps
http://catlikecoding.com/unity/tutorials/hex-map/part-5/
It is time to get big! By splitting the terrain into multiple chunks, we're no longer constrained by Unity's mesh limitations. And once you have a larger map, you find that you need camera controls and larger brush sizes as well. This tutorial takes care of all that.
Comments (4)
I have made one more try with 5x5 chunks. It does not reduce the loading time. For me, the pb comes from the numerous HexCells in the hierarchy
The cell game objects exists for ease of use and facilitate things like coordinate labels and navigation visualization. Depending on what you need you could do without them, but if you haven't progressed past this tutorial it would be too early to change it.
Thanks for this nice tutorial ! I have been using 1 hexmesh per hex cell with a grid of about 4000 cells It takes about 30 sec. To generate the grid which is too much to wait when launching a new game Have you encounter similar issues when working on huge maps ?
A separate HexMesh per cell isn't efficient. That leads to way too many meshes and draw calls, especially later in the series. The chunk size used in the tutorial is a good default. Besides that point, yes large maps can take quite a while to get instantiated. It's a limitation of the game object approach with sequential triangularization. If I were to do it again now I'd use Burst with jobs, which would be significantly faster.
