The original example draws a plasma effect to a texture using the CPU, which we replaced by drawing a nifty map using the GPU. Before rendering the map with OpenGL, we bind a framebuffer object and attach the texture passed by Unity as GL_COLOR_ATTACHMENT0, meaning that the rendering result will show up on the texture.
That’s all there is to it. Dynamically render fresh maps of any place in the world at runtime. We only redraw to the texture when new tile data arrives or when we update map state like the style, center coordinate, zoom level, etc. A great consequence is that Mapbox GL Native is idle most of the time, not consuming precious resources.
Don’t forget to set MAPBOX_ACCESS_TOKEN to your token ;)