The way cells create their mesh causes unity having to serialize them inside each map and repeated thousand of times. For example, for a 10 by 10 map with 10 height there'll be 100 meshes. Instead of that, there could be only one.
This could be solved using shared meshes generated runtime or using prefabs.
The way cells create their mesh causes unity having to serialize them inside each map and repeated thousand of times. For example, for a 10 by 10 map with 10 height there'll be 100 meshes. Instead of that, there could be only one.
This could be solved using shared meshes generated runtime or using prefabs.