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Question by yashi393 · Oct 28, 2018 at 09:14 AM · tilemaptilesprocedural generation

tilemap.SetTile makes invisible tiles

I'm trying to learn tileMaps to procedurally generate 100x100 tile levels with dynamically changing tile colors (from collisions, etc.). Past 50x50 using cube gameObjects drops FPS below 30.

Trying to generate 10x10 to start, this is what I get instead: https://imgur.com/SqRsEJm

I'm using tilemap.SetTile (new Vector3Int (x, 0, z), tile) in two loops for x and z, where "tile" is a black or white tile prefab. I should be getting alternating rows of white and black tiles but instead just get two rows of black and nothing else. Drawline shows that the tile positions are fine.

Am I missing something?

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