Procedural generation on mobile platform

Hello there,

I’m creating a GPS mobile game. For that I want there to be lootable houses which should feel unique every time you encounter one. Further I’m imagining these houses to have at least some times multible stories and different time scenarios(Day and Nigth).

The question that now comes up is if I should rather build a bunch of fixed houses with baked lightning and have a ligthning scenario for each time of the day or if I should have a bunch of different rooms with baked lightning and have a ligthning scenario for each time of the day and trough theses together to creating unique houses. Which costs more disk space? What option has the least impact on performance? And have you any tips for better performance in generell?

Every answer is appreciated and thanks in advance :slight_smile: