Changing mesh texture uv at runtime

Is manipulating mesh uv possible at runtime? Defold doesn’t have “proper” isometric tilemap, so i have idea to use single mesh and manipulate texture uv coordinates to achiveve tilemap-like functionality. So i have 2 questions:

  1. does this possible?
  2. is performance ok for runtime manipulation? for low-end devices.

Rather than changing UVs around, I would let each tile keep a consistent UV for drawing textures, then define the tilemap with a texture, like a heightmap but for tiles. The shader finds what tile it needs to draw from the tilemap texture, then draws the tile based on the unchanged UV.

A texture is meant to be able to be changed at runtime. :ok_hand: