Problem with Tilemap refresh in build version.

I have an issue with how Tilemap works in build version.
I update Tilemap with Tilemap.SetTile(Vector3Int pos, null) and it works just fine in Editor.
But in Build it won't update visually. It updates the collider, and player can move through virtually inexistent tiles, while they still being visible. Neither editor nor build throws any errors.
Attaching screenshots of Inspector window for Tileset in question and Hierarchy window for Grid. As well as video demonstrating the issue.

Screenshots:
9858630--1419963--GatesInspector.PNG

9858630--1419966--GridHierarchy.PNG

Videos:
Editor -
https://www.youtube.com/watch?v=O5R-vt5KMAo

Build -


Code snippet:

    void Update(){
        if (isUnlocking){
            if (unlockCounter < 0f){
                for (int i = 0; i < sizeX; ++i){
                    gates.SetTile(new Vector3Int(startTilePos.x + i, startTilePos.y - rowCounter, startTilePos.z), null);
                }
                rowCounter++;

                unlockCounter = unlockSpeed;
                Vector2 impDir = Random.insideUnitCircle.normalized;
                impulser.m_DefaultVelocity.x = impDir.x * 0.1f;
                impulser.m_DefaultVelocity.y = impDir.y * 0.1f;
                impulser.GenerateImpulse();
                audioplayer.clip = door_open;
                audioplayer.Play();
            }
            unlockCounter -= Time.deltaTime;
            if (rowCounter == sizeY && unlockCounter < 0f){
                Destroy(gameObject);
            }
        }
    }