2D Toolkit Forum
2D Toolkit => Support => Topic started by: GarthSmith on August 21, 2013, 10:02:54 pm
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Hello!
Is it intended behavior that ForceBuild() is required to display a tile map? This is how I am getting a tile map to display.
public tk2dTileMap m_tileMapPrefab; // Pre-configured tile map.
void Start() {
tk2dTileMap instantiatedTileMap = Instantiate(m_tileMapPrefab) as tk2dTileMap; // Creates a GameObject, but tile map is not rendered.
instantiatedTileMap.ForceBuild(); // Tile map is now visible.
}
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More or less. Why are you instantiating a tilemap? Its pretty expensive to build it - its usually better to simply load the tilemap scene in additively to your current scene...
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We plan on having about 100 smallish "rooms" in our game world. As the player travels, we will be destroying the old room and instantiating a new one.
We hope to keep this room-changing time to under a second. We have a transition that occurs between room changes that should hopefully hide any load times. If performance becomes a problem, I'll have the scenes and LoadLevelAdditiveAsync method as a backup plan.
Thanks for the reply!