I'm developing an isometric tile-based game using Unity 3D.
I'm using an orthographic camera looking down yaw:45° and pitch:45°.
The game has an infinite world, which is loaded from a remote server. Because it is impossible to load everything at once, the game should only load visible areas of world.
But I don't know how to determine which tiles should be requested from server in order to fill up all the visible space on the screen.
I tried loading tiles by chunks e.g. 16x16 tiles chunk around camera. But this looks hacky to me and sometimes leaves blank edges visible on the screen.
Is there better solution to simulate a continuous world on the client side?