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[TileMap] per tile materials / granularity

Discussion in '2D Experimental Preview' started by hawken, Feb 9, 2017.

  1. hawken

    hawken

    Joined:
    Aug 22, 2013
    Posts:
    826
    Just jumping back in here, seems like a lot of progress!

    One thing, per tile material, doesn't look possible in the Tilemap editor. I can specify 1 material for the entire Tilemap, but the granularity doesn't seem to extend beyond that.

    This would be greatly recieved.

    In platformers, often we need to program different situations by figuring out what type of tile the player is interacting with (land on wood = land on wood sound, land on spikes = remove health etc) so per tile properties like this are very important.

    I understand that Batching is very fast with this new Tilemap system, but days of worrying about that are passed... I have hundreds of batches onscreen and still get 60fps+ on my current tile set up (on an 2011 iMac no less)

    So maybe we could have the option? Optimising for iPhone4 & 3DS seems kind but we have much more powerful consoles now. PC has never been an issue.

    TLDR can we have per tile granularity? (prefabs, scripts, own colliders, own materials etc.) at the cost of ditching unwanted single Batching?
     
  2. JeromeJ

    JeromeJ

    Joined:
    Nov 26, 2017
    Posts:
    5
    Bump.
     
  3. DoctorShinobi

    DoctorShinobi

    Joined:
    Oct 5, 2012
    Posts:
    216
    Bump in the end of 2019
     
  4. basboi

    basboi

    Joined:
    Nov 11, 2016
    Posts:
    14
    sad bump
     
  5. lmgginspace

    lmgginspace

    Joined:
    Nov 22, 2012
    Posts:
    34
    useless bump
    Now seriously, is disappointing unity doesn't have this basic functionality, and they turn a deaf ear on it.
     
  6. Frog556fb2

    Frog556fb2

    Joined:
    Apr 27, 2019
    Posts:
    13
    +1 bump
     
  7. mitaywalle

    mitaywalle

    Joined:
    Jul 1, 2013
    Posts:
    226
    Hello everyone, as workaround you can use SomeTile.InstancedPrefab (GameObject) and add to it Renderer with different materials. I'm investigating also can we render tiles to different submeshes, to use multiplie materials at same TilemapRenderer