Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ni2020ck · Dec 14, 2019 at 02:16 PM · 2d gametilemapmouseclickdelete

calling setTile(location, null) freezes game for half a second

I have been having the problem in-game where I want to delete a specific tile that I click on during runtime. The method I am using works, but the game will freeze for half a second every time that I click on a tile to destroy. I narrowed it down to interactWithTilemaps() which just calls setTile() for a specific tile. Am I doing something wrong? Is this a bug? Is there a more efficient method?

 using System.Collections;
 using UnityEngine;
 using UnityEngine.Tilemaps;
 using UnityEngine.UIElements;
 
 public class MouseHandler : MonoBehaviour
 {
     public Tilemap[] interactableTilemaps;
 
     public Queue deleteTiles;
 
 
     private Vector3 mouseLoc;
     private Vector3Int cellPos;
     private TileBase clickedTile;
 
     // Start is called before the first frame update
     void Start()
     {
         deleteTiles = new Queue();
     }
 
     // Update is called once per frame
     void Update()
     {
         float timeCheck = System.DateTime.Now.Millisecond;
 
 
         if (Input.GetMouseButtonDown((int)MouseButton.LeftMouse))
         {
             //Debug.Log("Input Recieved. \n Time Diff from function start: " + (System.DateTime.Now.Millisecond - timeCheck)); //stop 1
             //timeCheck = System.DateTime.Now.Millisecond;
 
             mouseLoc = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
             cellPos = interactableTilemaps[0].WorldToCell(mouseLoc); //0 because all tilemaps are at origin
 
             //Debug.Log("Calculated Mouse Position With unity Function. \n Time Diff from last comment: " + (System.DateTime.Now.Millisecond - timeCheck)); //stop 2
             //timeCheck = System.DateTime.Now.Millisecond;
 
             //Debug.Log("mouse: " + mouseLoc + " cell: " + cellPos);
 
 
             clickedTile = null;
 
             int index = 0;
 
             //for (int i = interactableTilemaps.Length - 1; i >= 0 && clickedTile == null; i--)
             //{
             clickedTile = interactableTilemaps[/*i*/0].GetTile(cellPos);
                 //index = i;
             //}
 
             //Debug.Log("Got the tile from the correct tilemap. \n Time Diff from last comment: " + (System.DateTime.Now.Millisecond - timeCheck)); //stop 3
             //timeCheck = System.DateTime.Now.Millisecond;
 
             //interactWithTilemaps() pass in cell coords
             //do attack
            
             if (clickedTile == null)
             {
                 attack();
             } else
             {
                 interactWithTilemaps(cellPos, index);
             }
 
             //Debug.Log("Tile has been deleted. \n Time Diff from last comment: " + (System.DateTime.Now.Millisecond - timeCheck) + "\n\n"); //stop 4
         }
     }
 
     /**
      *
      */
     public void attack()
     {
         Debug.Log("whack");
     }
 
 
     /**
      *
      */
     public void interactWithTilemaps(Vector3Int cellPos, int tilemapIndex)
     {
         interactableTilemaps[tilemapIndex].SetTile(cellPos, null); //This may or may not lag the crap out of the game
     }
 
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ni2020ck · Dec 11, 2019 at 02:01 AM 0
Share

Figured out that it's because of the size of my tilemap that I want to set the tile on. Does this mean I should make a custom tilemap system?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

149 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Issue I'm having with Rule Tiles, anyone able to solve this? 1 Answer

2D Light question 1 Answer

Moving a character into a 2d int array 0 Answers

How can i make the Unity2d grid use rounded numbers? 1 Answer

URGENT!!! Not able to slice in the sprite editor 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges