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As noted in the comments above, performance is going to depend on implementation, your particular hardware, and what you're trying to do with the textures, so the only reliable answer there is to profile each alternative. There are a few differences in terms of how you use each option though, which will apply consistently: One big difference is that, for ...


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Okay so I have fixed this. Hopefully this answer will help someone else. Okay if you look at this script MouseLook.cs under StandardAssets/Characters/FirstPersonCharacters/Scripts/. Go to lines 83,88,89. Make the following changes : m_cursorIsLocked = true;(line 83) change to 'false' Cursor.lockState = CursorLockMode.Locked; (line 88) change to 'none' ...


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I'm not sure about in Slick2D, but in Unity this sort of problem can be caused by the engine not assigning indices to wholly transparent blocks. For example, if tiles 2-4 are totally transparent, Tiled would assign the fifth block as index 5 but Unity would assign the 5th block as index 2. Work-arounds may include slicing a dummy image with a solid color ...


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This is one of many ways out there (This is what i think and probably not the best). This way is probably a little expensive to do. But here we go. Try to split the rendering step into 3 parts (Your spritesheet count) and for each part try to call the draw call as few as possible (batching) using the same texture/spritesheet. If you have a trouble on the ...


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Primitives get rendered in the order they're found in the vertex buffer or index buffer if you're using one. You can use the index buffer to sort your primitives to render multiple mesh at different z-orders without having to move the vertices around in a single draw call provided they all use the same render settings (shaders, textures, blending, etc). So ...


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You may need to generate your own Mesh dynamically and use a MeshRenderer. Which may require building your own texture atlas with all the tile textures. This would give you full control over the shape, size and texture coordinates of your custom sprites. http://docs.unity3d.com/ScriptReference/Mesh.html



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