I am working on a 2D Isometric game based on TileMaps and I have this bug: Code (CSharp): BoundsInt unlockedArea = temp.unlockedArea; BoundsInt buildingArea = temp.area; TileBase checkIfUnlockedArray = availableLandTileMap.GetTilesBlock(buildingArea); TileBase baseArray = mainTileMap.GetTilesBlock(buildingArea); After running this code baseArray is filled with correct tiles from mainTileMap. And checkIfUnlockedArray is filled with nulls - and that's the problem. The buildingArea on this Tilemap consists of tiles that have been put there by the same script earlier on. These tiles are visible in Scene view in Unity. However, if I put the same tiles in the same place manually before running the game (using Tile Palette) everything works as expected, the array is filled with the tiles. I don't understand what is the problem, since everything on the mainTileMap is detected as it should be (no matter if it was placed in-game or in editor). Has anyone encountered this or have any ideas what might be causing it?