I created and added six textures to the GrassPlatform Tilesets. I named them in sequential order beginning with GrassPlatform_TileSet_26. https://i.imgur.com/KSIU40J.png After dragging the updated Tileset into the existing Grass Platform in the Tile Palette, seven random pink tiles appeared. https://i.imgur.com/JqqV7sZ.png That afterward updated everything in the Scene. I'm at a loss here. https://i.imgur.com/xJlFgte.png Short of redoing each tile again, is there a quick way to fix this? Thanks for your help.
I found a solution. 1. Click on the Grid object in the Hierarchy https://i.imgur.com/im4bsD6.png 2. Inside the Tile Palette pick the Select tool and click the pink tile https://i.imgur.com/yU79UgZ.png 3. Inside the Inspector click on the circle next to Tile https://i.imgur.com/HVyfIwL.png 4. Either select None to remove the tile or pick a tile https://i.imgur.com/CUADHFt.png I found this solution AFTER I manually redid all the textures. LOL. Oh, well trial and error. https://i.imgur.com/yK5EsaX.png I guess it was better to redo from scratch. Otherwise, I would've had duplicate tiles in the Tile Palette, and as Sonic says... I hope this helps you if you encounter this issue.
Can someone please help fix this? https://i.imgur.com/pyideOD.gif Sorry about the tallest of the recording (I'm on a 4K screen). But in a nutshell what's happening is I fix the pink tile. However, when I click on another Tile Palette, and return to the Grass Platform Palette the pink tiles are back. Does anyone know how to make the fix permanent?
The Pink Tiles you see are Tiles whose Tile assets do not exist in the project (due to deletion of the asset most likely when the Tile Palette recreates the assets when textures are dragged over it).
Thank you, Chuan! Here are additional details to provide context (let me know if you need more). https://i.imgur.com/mrfBBMc.png - In Photoshop https://i.imgur.com/416Aqrd.png - In the Spite Editor https://i.imgur.com/7qh2x3u.png - In the Tilesets My understanding is the tiles in the Tile Palette come from the Tileset. If it is, do you know why there is a discrepancy between the Tileset and the Tile Palette?
Like @ChuanXin mentioned, it's because there's no longer reference of the tile to the existing asset in the project. If you want to delete it, in the tile palette, click on edit and then click on erased with active brush and delete those unwanted pink tiles.
In my case the problem was that the sprites created by a new imported PNG had the same names than the previous ones. Be careful about that when importing new images to your sprite palette
This was my issue with my pink squares. The "pink" problem started when I recreated my tile palette. Things didn't line up exactly as my previous tile palette, so a lot of my tiles were "unknown" and went pink. I fixed the problem by just redrawing the tiles onto my tilemap game object.
I did this and worked: I hope it helps you!! Change the material of the tilemap to Sprite and the tilemap will work properly again: Click: Grid>>Tilemap>>Tilemap Renderer(In the Inspector of the Tilemap gameobject)>>Material(Still in the same inspector page)>>Change the material to "Sprite - Default Material Resources/unity_builtin_extra
I had this same problem and it would not go away until i just deleted the tile palette (make sure you DON'T unpack the tile prefabs loaded into scene already) and made a new palette
Please use the like button rather than necroing a very old thread unless you're adding more information to it. Thanks.
I found the solution!!! As @gorba says, click on the pink tile using the select tool and on the Inspector click Delete Selection. And voilá, pink squares no more.
I was also encountering this issue; But as you can see, there were no missing tile references; Creating a New Tile Palette DID fix the issue, but I didn't want to redo all my work, so I opened the new Palette in Notepad++ and the old one and compared the files. Sure enough, in the "old" palette, the "m_Materials" was set to "- {fileID: 0}" while in the new one, it was set to "- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}" So somehow the reference to the tilemap shader had become corrupt. As such, I would recommend creating a new file in your own project, opening both tilemap .prefabs in a text editor, and changing this hidden property to fix the issue. (Don't just copy the value I used, it might not work in your project) Also, note that after saving the file, I needed to press CTRL+R to "Refresh" Unity for the fix to take effect;