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Unity Tile Array vs Int Array Performance
Currently im doing map generation by first creating and heavily modifying a 3d int array, then using that int array to generate three tilemaps on different z levels. Once that has finished I move it over to another class which renders the map.
Here I have two choices. The first is to figure out a way to may the integers to their corresponding tiles, then as I add additional functions in the future tie it into that new system. Alternatively, i'm considering just making a 3D tile array which makes the whole process a lot less complicated, but im curious as to what the performance hit would be doing a large amount of modifications to a TIle[,,] as opposed to an int[,,]. Does anyone have experience with this?
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