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Lag with tilemaps?

Discussion in 'General Discussion' started by roseportalgames, Apr 28, 2021.

  1. roseportalgames

    roseportalgames

    Joined:
    Aug 9, 2017
    Posts:
    173
    Hi everyone,

    I'm just wondering if anyone has experience with maps from TileD? I've created a project for Android and WebGL but they both run terribly slow with the tilemap from TileD. The grid resolution is 48x48. It's an isometric style. I don't have many colliders but maybe I need to do some kind of merging so there are not 50000 draw calls?

    Open to advice, links, etc. Thanks :)
     
  2. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,615
    I'm not familiar with the TileD-to-Unity workflow. Does your tilemap actually cause 50000 draw calls, though?

    Mark your tile map as "static" and make sure all your tiles are on the same sprite atlas.
     
    Last edited: Apr 28, 2021
  3. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    10,083
    If there's 50,000 draw calls that seems like something a bit confusing at 48x48. Even under the least possible ideal that should only bring in a theoretical maximum of 2304.