Hiya’, hopefully this hasn’t been asked before, as a quick search didn’t turn up anything in the other forums.
In the 2017.2 beta, I’ve been experimenting with a tilemap chunking system, and while researching possible approaches, I chanced upon a comment in the blog, where someone asked if tilemaps do any chunking/culling, and Johaness responded “Yes it does.”
https://blogs.unity3d.com/2016/06/13/2d-experimental-preview/#comment-330718
I was curious if that’s still currently the case, and if so, if perhaps someone could explain a few of the internals of how this is handled by the engine, best practices to ensure it’s being done properly, etc?
My initial approach was to keep a data structure containing tile ID’s for subdivided sections of tilemaps (chunks), and then use a culling component to only place tiles in occupied chunks and a few adjacent chunks. Initially, I used a separate tilemap per chunk, then moved to using a single tilemap for all chunks, placing tiles in the relevant areas defined by chunk dimensions.
After seeing that comment, I was wondering if there was any point to creating such a system, considering some form of chunking may already be built in to some extent.
Any additional info would be greatly appreciated. Thanks!