I wanted to make occlusion culling work with my terrain, so I made another terrain model with the exact same amount of triangles but this time split it into 256 chunks. There are a number of weird things going on that I don't understand.
- Triangle count in unity is a lot higher vs blender
- Triangle count is a lot lower for some reason on the new mesh even when I'm looking at the chunks at once
- Occlusion culling seems to be working whether I have it enabled in the main camera or not. Could this be due to Cinemachine?
- The stats panel is showing a lot of batches (200 - 400) for the new model even though the frame analysis window shows it happening in a single SRP batch. The shader is compatible with the SRP batcher. Should I be worried about all these batches? AFAIK SRP batches are still all separate draw calls. Is there a way to render the whole mesh with one draw call?
- With the unified mesh I had one mesh collider, now I have 256 smaller ones. Should I be worried about this?