Tilemap massive performance issue on profiler

Currently using Unity 2018.3.0b6.

I’ve built/run my game on an android device and was having huge lag spikes up to 12 seconds. Used a profiler to check out what was going on and the culprit was Tilemap.Update() → Tilemap.TileAnimation().

I currently have a map system that uses many tilemaps for layering. A 10x10 map of instantiated tilemap prefabs call Tilemap.Update() 1200 times as shown in the profiler.

I don’t get lag spikes in the editor playmode, only on the android build.

How do I go about fixing this?

That seems extremely excessive, especially for 9 calls of Tilemap.UpdateTileAnimation(). Is this the case for desktop builds (eg. Windows/OSX) ?

Would you mind filing a bug report with a reproduction of this with your project using the Unity Bug Reporter and post the bug number here? This will be helpful in checking out this issue. Thanks!