I am planning to make a 2d tile based platformer with big world like in terraria.
I have some questions to ask on how to manage this big world in Unity3D.
World Size = 1000 x 1000 = 1 Million Tiles
Tiles Viewable in Camera = 32 x 24
Chunk Size = 32 x 24
There will 9 Chunks present in the scene at one time ( Center,Left,Right,Top,Bottom and 4 diagonal), total tiles present at one time 6912
Every tile is a gameObect with a box collider on it, a script containing the tile information(health,type), wouldn't this take a lot of memory and processing because there are 6912 tiles present in the scene all the time?
If I generate a mesh of chunk, how will the collision be handled(Considering every tile is destructible)? Will I have to redraw the mesh even if a single tile is destroyed? Won't this be less optimized as compared to the tile based approach?
I'd really like to if anyone here has done this in unity and will be really thankful if you share your approach of handling big world. Thanks!