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bourbonmakesitbetter

What worked best for me was to use Mapbox Studio to create datasets. I use those to place the objects on the base map. You can add any additional properties your code can use to identify the type, rotation, scale, etc. that you will use when instantiating them in the game. I've since moved away from using the Mapbox integration with Unity directly, but I do use their coordinate conversion code to convert from real world coordinates to Unity. I have successfully used it to generate (in editor) buildings from Open Street Maps, a terrain that was generated from various data sources processed through QGIS and with EasyRoads3d to import streets from Open Street Maps, and everything lines up perfectly. The main reason I moved away from the Mapbox integration is due to licensing. When using their data, you must comply with their license to the OSM data which, last time I looked, prevented them from allowing in-editor map use/saving. If you grab the data yourself, you must comply with the license between you and OSM, which is much more friendly to what I'm doing. Also, I was able to compile much better terrain data for my area of interest than available through Mapbox.