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?
