I have the same issue in 2017.4.2f2 (LTS).
I noticed that the TilemapRenderer component of the layer in the palette object gets disabled automatically.
I suppose this is the source of the problem, though I couldn’t find a way around it.
I saw on the forum that Unity is aware of this bug and that it’s fixed in the 2018.2.b03 (I don’t know if in .b1 or .b2 it’s fixed too)
I guess I’ll keep working whit the beta for now, since the stable version has that bug.
Hmmm, I moved my project (backed up before hand luckily) to 2018.2.b03 and it does indeed fix the Tile Palette not displaying correctly, however, it is an unstable version and so cannot be relied on for any meaningful work. I tried converting back to 2018.1.0f2 and my sprite prefabs all broke. I guess I’ll paint blind until the next stable release with this fix.
In 2018.2.0b3, when painting tiles, performance begins to drop in the editor as I fill a play area of 1920x1080px with 16x16px tiles on a single layer, 1 tilemap on the grid. My tile palette has 1722 16x16px tiles. The editor locks up completely when I fill around a 2kx2k px area of 16x16 tiles. As soon as I close the Tile Palette window, editor performance goes back to being silky smooth again. Is this a known issue?
A comment mentions having your tilemap game object not be a prefab. I took my project with poor performance and broke the prefab instance of my tilemap object and performance is great now with the tilemap palette open.
This should still be looked at as a bug since you should be able to have your tilemaps be prefabs right? For reuse etc. Perhaps it’s not that big a deal, still learning Unity so maybe some more experienced devs can chime in on this.
For the Tile Palette issue, an estimate for 2018.1.2 would be the end of next week (week of 21st May). 2017.4 is still pending, but hopefully will follow the estimate for 2018.1.2.
Thanks! There should be a case number associated with the bug report, please do share that.
If it is similar to the issue link you posted above, you could try temporarily breaking the prefab instance of the Tilemap prefab while you need to edit the Tilemap and relink it after edits?
It looks like it’s mostly fixed in 2018.1.2, but I’ve seen the tiles in the palette disappear after a recompile. The only way to get them back again is to restart Unity. It’s happened twice now. No way to reliably replicate the issue