I am developing a 2D tile-based top-down game. It is currently instantiating square objects with a sprite renderer to procedurally generate the map.

Each floor and wall is a 1-unit wide object.

I have two issues with that:

  • The memory usage is quite high and it is not efficient (generating maps that are more than 300x300 become really slow)
  • There are lights glitches when I have multiple lights in the scene. The borders of the squares become visible as seen in the picture:

enter image description here

  • Is it possible to combine all my static elements (floor and wall tiles) in a Mesh object, or another adequate object for that?
  • The floors items do not have colliders, as the walls have a box
    collider. Does it cause an issue?

1 Answer 1


for second and third question: try following this aproach . The post make reference to colliders but you can use it with tiles. Essentialy you can use big rectangular quads to enclose the same tiles like this:

enter image description here

Using larger quads reduce the tiled light effect.


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