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Question by ryandotdee · Dec 28, 2017 at 06:40 PM · gameobjectunityeditortilemapdesign

Design approach opinion needed on tilemap vs gameobject

Hello

I am building a game for mobile which has a basebuilding element. It is a 2d game, and I started out by using the new tilemap feature added in the new version of unity.

All was going well until I discovered that individual tiles cannot store their own variables, they are all clones. eg, I made a scriptable tile which had an int Hitpoints on it. When hitpoints <= 0, the tile is destroyed. Pretty straight forward, except when you kill one, you kill every tile of that type :P


I have counteracted this by having a scene object which contains an array, tracking the hitpoints of each destructable tile, and disposing of it when it is dead, but now I hit another problem, doors. I can make an animated tile which represents a door, but using tilemap, I cannot control individual doors.


So now I am at a bit of an impass, do I just use the tilemap for static landscape, and represent everything that is destructable with a gameobject? Or do a hybrid where my non animated tiles live on the tilemap, and animated ones exist as individual gameobjects?

As this is a mobile app I am concerned about performance so set out with the intent of using the smallest number of GO possible.


Would be appreciative of any input, not looking for a definitive answer, but would be keen to hear how other people might tackle this :)

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