Hi, I was testing an idea for a level editor. So far I had considered creating a Tilemap based editor, but I don't think it is possible to draw several tiles in one cell (correct me if I'm wrong... as this would already help). I would like to show/store several overlapping items in one "tile". So if I was using a Tilemap, creating several layers to just show three items in tile doesn't sound like a right way to do this. So I decided to go for Editor Window so that I could take advantage of Unity serialization and serialized objects and do rendering of the "view" with GameObjects. Using GameObjects as containers for sprites works, but feels cumbersome - I have the data and I also have to do instancing / removal of GameObjects, only to be able to show sprites. So I was thinking - what alternatives do I have? Would it be possible to use bitmap / texture to render the editor view? Replace GameObjects with a texture that gets updated when user clicks specific scene view area. I would only need something like 32x32 or 64x64 tiles area and symbols could be quite small (like 8x8 or 16x16 tiles). I guess 512 or 1024 would be the max size of the map image. Creating / texturing custom meshes on the other hand sound like something that could also work, but it probably might be too much work... Any Ideas? I would only be using this editor to create level data, not the actual 3d scene.