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Tile Map Culling ?

Discussion in '2D Experimental Preview' started by Ziboo, Sep 25, 2016.

  1. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    326
    Hi,

    So I'm using the tilemap, and I need to have a 800x800 map size.
    Calling TileMap.SetTiles on that many is pretty slow.

    I tried to do a SetTiles only on vissible tiles, but by clearing and drawing only visible tiles, you can see some changes happening (e.g: due to smart brushes that does random tiles).

    Is there anyway to have a function to SetTiles but not draw them until we call for instance DrawTiles ?

    Thanks

    Edit: I'm generating the TileMap at runtime btw
     
    Last edited: Sep 26, 2016
  2. Johaness_Reuben

    Johaness_Reuben

    Unity Technologies

    Joined:
    Jan 27, 2016
    Posts:
    253
    Hi, Thanks for the feedback. It's a good case and we are looking into it. Cheers.