The terrain in my game must be created using tiled assets. I have unique textures for each tile (all with the same height and width that can be used to compose the terrain) and the information of each map is baked in binary files; these binary files contains each tile height and texture.
I'm thinking about creating the terrain at runtime (or create a tool to bake the terrains in unity's proper formats). Each tile would be an mesh composed by 2 triangles. This way I can represent individually each tile and associate a unique tile texture for each tile. My concerns is about performance as it will end up with several different meshes just for the terrain.
Am I thinking in the right direction? Is there other better way to implement a tiled terrain like this in Unity3d?