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Join date: Aug 2, 2023
Posts (15)
Feb 18, 2026 ∙ 5 min
Why low poly mesh based terrain is a better fit for mobile and VR games
This article explains how mesh-based low poly terrain differs from heightmap-driven Unity Terrain for mobile and standalone VR projects. Instead of dense grid-aligned surfaces, mesh-based systems generate explicit geometry with controlled vertex density, standard LODGroup handling, and simpler materials. The result is more predictable performance and easier optimization on constrained hardware, with Polaris as a practical Unity implementation example.
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Feb 2, 2026 ∙ 2 min
Why I Ended Up Building a Mesh Terrain Instead of Using Unity Terrain
I started a low poly game assuming Unity Terrain would be the obvious choice. It wasn’t until I tried to make the faceted look work on mobile that the cracks started to show. This post walks through the reasoning that led me to switch to a mesh-based approach instead.
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Mar 22, 2025 ∙ 3 min
Low poly terrains in Unity and how to make them look good
Use the 5 tips to make your low poly terrain in Unity looks better.
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