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Question by RalliantoDeLaVega · Jul 24, 2015 at 04:38 PM · performancecubes

Cube 2.5D platformer - performance & mesh alignment issues

The idea is a 2.5D platformer (3D, but only movement in X and Y axis). A level consist of blocks, and the levels are going to be built in an editor. Look picture: ![alt text][1] Maybe bigger resolution: [IMG]http://i61.tinypic.com/5d00f4.jpg[/IMG]

First problem: FPS drops to 40~45 when more than ~50-100 blocks are visible to the camera (Should I really drop to ~40 FPS with 50-100 blocks on screen?!? Only albedo map, no ridgidbody, one directional light)

Second problem: A white line appears between blocks (look the picture) even that the blocks are exactly 1x1x1 in scale and are spaced exactly 1 unit apart.

I should mention: All blocks are prefabs. One prefab for each type of block. All blocks are marked "static", since they are never going to move No blocks got a ridgidbody component, only a 2DBoxCollider.

I have been looking into:

Occlusion culling: From what i understand, this is already happening. (And i can tell it is, since it's only when a lot of cubes is visible to the camera that the FPS drops). Still, I found this under Windows -> Occlusion culling and got it to work, but since there never will be a cube behind another cube since it's 2.5D, this does not offer any increase in performance.

Only render the sides of the cubes that are visible: I read about this idea in another post, but people in general agreed that this wouldn't increase performance. What do you think?

Combine/merge blocks of same type: This approach is in general what I have read others suggests. And this will also (to some extent) solve the problem with the white lines between blocks. An idea could be to generate a mesh from the level data, and then apply the textures, but I have no/little idea how to approach this? And don't the generated meshes have to be quadratic so a 2DBoxCollider can be applied to it?

white-line.png (369.0 kB)
white-line.png (369.0 kB)
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