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Kepol
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So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer assigning them a packing tag so that I reduce the draw calls drastically. But

But Im still having to deal with a great amount of game objects in the scene when the camera zooms out, increasing the batching and giving me problems when I try to apply light to them for example. 

So I am trying to find a way to combine all these sprite renderers into a texture.So I can then apply this to a plane and Ill only have to deal with one plane gameObject for the map. But I cant figure out how to do this. I cant really use the combine meshes way as they are sprites only, not meshes. I tried taking a screenshot at run-time but It comes up a bit blurry. Any idea how can accomplish this? Thank you for your help.

This is is an example of the procedural generation of the tile set

So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer assigning them a packing tag so that I reduce the draw calls drastically. But Im still having to deal with a great amount of game objects in the scene when the camera zooms out, increasing the batching and giving me problems when I try to apply light to them for example. So I am trying to find a way to combine all these sprite renderers into a texture.So I can then apply this to a plane and Ill only have to deal with one plane gameObject for the map. But I cant figure out how to do this. I cant really use the combine meshes way as they are sprites only, not meshes. I tried taking a screenshot at run-time but It comes up a bit blurry. Any idea how can accomplish this? Thank you for your help.

This is is an example of the procedural generation of the tile set

So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer assigning them a packing tag so that I reduce the draw calls drastically.

But Im still having to deal with a great amount of game objects in the scene when the camera zooms out, increasing the batching and giving me problems when I try to apply light to them for example. 

So I am trying to find a way to combine all these sprite renderers into a texture.So I can then apply this to a plane and Ill only have to deal with one plane gameObject for the map. But I cant figure out how to do this. I cant really use the combine meshes way as they are sprites only, not meshes. I tried taking a screenshot at run-time but It comes up a bit blurry. Any idea how can accomplish this? Thank you for your help.

This is is an example of the procedural generation of the tile set

Source Link
Kepol
  • 193
  • 2
  • 10

Any way to combine instantiated sprite renderers into one texture so I can apply into a plane at runtime?

So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer assigning them a packing tag so that I reduce the draw calls drastically. But Im still having to deal with a great amount of game objects in the scene when the camera zooms out, increasing the batching and giving me problems when I try to apply light to them for example. So I am trying to find a way to combine all these sprite renderers into a texture.So I can then apply this to a plane and Ill only have to deal with one plane gameObject for the map. But I cant figure out how to do this. I cant really use the combine meshes way as they are sprites only, not meshes. I tried taking a screenshot at run-time but It comes up a bit blurry. Any idea how can accomplish this? Thank you for your help.

This is is an example of the procedural generation of the tile set