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Question by BMacZero · Mar 30, 2020 at 04:30 PM · tilemapproceduraldynamic

How to build a tilemap at runtime?

Trying to do what should be a pretty simple task - I want to populate a Tilemap with tiles at runtime. Here's the relevant code:

 using UnityEngine;
 using UnityEngine.Tilemaps;
 
 /// <summary>
 /// Manages the grid that masks the terrain grid lines.
 /// </summary>
 public class PreviewGrid : SingletonBehavior<PreviewGrid>
 {
     #region Cached Components
 
     private Tilemap m_tilemap;
 
     #endregion
     
     public TileBase GridTile;
 
     protected override void Awake()
     {
         base.Awake();
 
         m_tilemap = GetComponent<Tilemap>();
     }
     
     /// <summary>
     /// Clears the current grid preview.
     /// </summary>
     public void ClearPreview()
     {
         //m_tilemap.ClearAllTiles();
     }
 
     /// <summary>
     /// Shows the grid preview at the specified location.
     /// </summary>
     public void SetPreview(Vector3Int location)
     {
         ClearPreview();
         
         m_tilemap.SetTile(location + new Vector3Int(0, 0, 0), GridTile);
         m_tilemap.SetTile(location + new Vector3Int(-1, 0, 0), GridTile);
         m_tilemap.SetTile(location + new Vector3Int(0, -1, 0), GridTile);
         m_tilemap.SetTile(location + new Vector3Int(-1, -1, 0), GridTile);
         
         m_tilemap.RefreshAllTiles();
     }
 }

Tilemap inspector settings

What I'm seeing is that this only works in cells that already had tiles painted in at edit time - i.e. it can update existing tiles, but not create new ones. The problem seems to be mostly on the mesh generation side, because the tile is a scripted tile and it will select a sprite properly as though the missing tiles were there. It feels like I'm just missing another refresh or update call, but I can't find one.

2020-03-30-09-28-45-steam.png (28.6 kB)
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Best Answer

Answer by BMacZero · Apr 04, 2020 at 06:02 PM

The problem turned out to be in the BorderTile TileBase override. I was setting the TileData in 'GetTileData' to a new instance, which wipes out the tile's transform.

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