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Question by WhiteDoggy · Dec 14, 2020 at 03:28 AM · 2d gametilemap

Is it safe to use 'Really tiny Grid' for tilemap?

Hi y'all.

We were currently using tilemap, but there was a little problem that it seems not natural when placing little things like flowers, etc. like you can seeing from pictures below.

alt text alt text So what I did was, make the grid size smaller than usual. Previously, the size was (1, 1) for representing 16 x 16, But I made to (0.0625, 0.0625) for representing 1 x 1 pixels.

and there was no different for size of files. even when I open the scene with code editor, there's no difference. only difference was occur when I place more tiles. it wasn't depend on grid size.

even in this article(https://www.reddit.com/r/Unity2D/comments/8gmn55/limiting_the_size_of_my_tilemap_grid/) says "Tilemaps actually store the individual TileBase references for each cell sparsely." So I think there will be no problem even I use tiny tiny grid.

In conclusion, it is working but I'm not sure it is the appropriate way for using tilemap. I am worrying about there might be some performance issue.

So, could you guys tell me there could be any potential problem for this? Or introduce me any article that can tell me about the performance of grid, tilemap, etc? Or better way to achieve my goal?

I already have read this article(https://unity.com/how-to/optimize-performance-2d-games-unity-tilemap) but it was about comparing tilemap and non-tilemap scene. So this was not what i want.

o7ns9l5q02561.png (1.6 kB)
cl65nkzt02561.png (2.6 kB)
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