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Changing tile sprite forces TilemapCollider to update?

Discussion in '2D' started by christides11, Nov 22, 2018.

  1. christides11

    christides11

    Joined:
    May 19, 2012
    Posts:
    672
    I've been using the tilemap for a terraria-like game, and I've been having performance issues while generating chunks.
    From what I've tested, the problem seems to be coming from here. Here I change the sprite depending on the neighbors for ground tiles.
    Code (CSharp):
    1.     public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
    2.     {
    3.         base.GetTileData(position, tilemap, ref tileData);
    4.  
    5.         // Checks each direction for tiles
    6.         top = HasBitmaskTile(position + Vector3Int.up, tilemap) == true ? 1 : 0;
    7.         bottom = HasBitmaskTile(position + Vector3Int.down, tilemap) == true ? 1 : 0;
    8.         left = HasBitmaskTile(position + Vector3Int.left, tilemap) == true ? 1 : 0;
    9.         right = HasBitmaskTile(position + Vector3Int.right, tilemap) == true ? 1 : 0;
    10.         topLeft = HasBitmaskTile(position + ul, tilemap) == true ? 1 & top & left : 0;
    11.         topRight = HasBitmaskTile(position + ur, tilemap) == true ? 1 & top & right : 0;
    12.         bottomLeft = HasBitmaskTile(position + dl, tilemap) == true ? 1 & bottom & left : 0;
    13.         bottomRight = HasBitmaskTile(position + dr, tilemap) == true ? 1 & bottom & right : 0;
    14.  
    15.         // Calculates the sprite id
    16.         mask = (1 * topLeft) + (2 * top) + (4 * topRight) + (8 * left) + (16 * right) + (32 * bottomLeft) + (64 * bottom) + (128 * bottomRight);
    17.  
    18.         tileData.sprite = corners[maskIndex[mask]];
    19.     }
    Specifically, the "tileData.sprite" line. With it there, the profiler looks like this when a new chunk is being generated:


    Compare that to when I comment that line out:


    Right now I'm assuming the sprite change is forcing the collider to update, which is not functionality I want/need here as the different sprite should have the same collision. If this is the issue, is there a way to disable this functionality?
    Also I have tried Unity's rule tiles, they also give me the same performance issue.
     
  2. christides11

    christides11

    Joined:
    May 19, 2012
    Posts:
    672
    After looking a bit I found the "Collider type" option for tiles, changing mine from "Sprite" to "Grid" solved the issue.