Hello,
I am working on a grid system for RTS-type game (practicing Unity) and looking for a good way to draw grid over terrain.
Right now i got a generic list of TerrainGrid objects with four Vector3’s and a AllowBuilding boolean that is calculated procedurally accounting slope etc.
I need to draw a grid between those 4 points, grid color (green/red) depends on AllowBuilding boolean.
There is a lot of TerrainGrid (10k+) objects in that list, since grid size is 5-20 units and terrain is 1000x1000+
Right now i test it with Debug.DrawLine, but it is of course slow.
I thought about creating and pooling a bunch of LineRenderers, and enabling them when player is trying to build something, but today i found a hint that LineRenderer is not very suitable for this task and will be slow.
I do not want to mess with GL unless i do not have any other options.
Any advices?