The tilemaps' chunk and individual modes are interesting because they have an impact on performance (at least based on 2 year old threads) but I wanted a bit more clarity as to whether this is a real concern for PC platforms. I intend on having multiple height levels in my game (3/4 perspective rpg) and I found the simplest way is to deal with the z-axis than sorting orders (Thank you GraphicsSettings.transparencySortAxis.) If the tilemap mode is set to Chunk this works in a sort of hacky way. The tilemap I want to sort would only work on the z-axis based on the number of tiles on the tilemap (at least that's what I think is happening...) And this does seem to be very performant as well albeit hacky since now I would need to calculate the number of tiles to calculate a z-index value and my player would need to "jump" to a number higher than this z-index value which is not possible if I want to implement jumping on a higher level. When I use the individual mode though, the z-axis works beautifully. Setting the z index of a tilemap to say 1, will render it ahead of everything that has a z-index of 0. But now the performance (well I haven't noticed it yet since I only have a small starter field with a handful of sprites and a couple tilemaps so far) has more batch calls. My question is this - do I need to worry about this? I really want to implement a height system using the indivudal-z-axis sorting. It would be amazing. And my only platform target is PC not mobile. Do I need to be concerned? If so, can I know of some optimization steps I can take? I have already done occlusion culling on the camera and sprite atlas packing, but any other tips ? Thank you.